Motion state implementation from a Bullet physics port. Stores start, graphics and center-of-mass transforms, provides Get/Set world transform, Rotate and Translate helpers, and a user pointer.
/* * C# / XNA port of Bullet (c) 2011 Mark Neale <[email protected]> * * Bullet Continuous Collision Detection and Physics Library * Copyright (c) 2003-2008 Erwin Coumans http://www.bulletphysics.com/ * * This software is provided 'as-is', without any express or implied warranty. * In no event will the authors be held liable for any damages arising from * the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. */ // Adapted from BulletXNA 73b2e1b9: namespace isolation, no XNA rendering, one type per file. #nullable disable #pragma warning disable CS1591, CS0168, CS0219, CS0414, CS0660, CS0661, CS0659, CS0693, CS8981, CS0108, CS0114 using System; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet; internal class DefaultMotionState : IMotionState { public DefaultMotionState() : this(IndexedMatrix.Identity, IndexedMatrix.Identity) { } public DefaultMotionState(IndexedMatrix startTrans, IndexedMatrix centerOfMassOffset) { m_graphicsWorldTrans = startTrans; m_startWorldTrans = startTrans; m_centerOfMassOffset = centerOfMassOffset; m_userPointer = null; } public virtual void GetWorldTransform(out IndexedMatrix centerOfMassWorldTrans) { centerOfMassWorldTrans = m_centerOfMassOffset.Inverse() * m_graphicsWorldTrans; } public virtual void SetWorldTransform(IndexedMatrix centerOfMassWorldTrans) { SetWorldTransform(ref centerOfMassWorldTrans); } public virtual void SetWorldTransform(ref IndexedMatrix centerOfMassWorldTrans) { m_graphicsWorldTrans = centerOfMassWorldTrans * m_centerOfMassOffset; } public virtual void Rotate(IndexedQuaternion iq) { IndexedMatrix im = IndexedMatrix.CreateFromQuaternion(iq); im._origin = m_graphicsWorldTrans._origin; SetWorldTransform(ref im); } public virtual void Translate(IndexedVector3 v) { m_graphicsWorldTrans._origin += v; } public IndexedMatrix m_graphicsWorldTrans; public IndexedMatrix m_centerOfMassOffset; public IndexedMatrix m_startWorldTrans; public Object m_userPointer; }