Collision algorithm for box-vs-box collisions. It manages a persistent manifold, sets up closest-point input using the bodies' transforms, and calls BoxBoxDetector to generate contact points; it also handles manifold allocation and cleanup via the dispatcher and a pool.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class BoxBoxCollisionAlgorithm : ActivatingCollisionAlgorithm { public BoxBoxCollisionAlgorithm() { } // for pool public BoxBoxCollisionAlgorithm(CollisionAlgorithmConstructionInfo ci) : base(ci) { } public override void Initialize(CollisionAlgorithmConstructionInfo ci) { base.Initialize(ci); } public BoxBoxCollisionAlgorithm(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) : base(ci) { m_ownManifold = false; m_manifoldPtr = mf; if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(body0, body1)) { m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1); m_ownManifold = true; } } public void Initialize(PersistentManifold mf, CollisionAlgorithmConstructionInfo ci, CollisionObject body0, CollisionObject body1) { base.Initialize(ci); m_ownManifold = false; m_manifoldPtr = mf; if (m_manifoldPtr == null && m_dispatcher.NeedsCollision(body0, body1)) { m_manifoldPtr = m_dispatcher.GetNewManifold(body0, body1); m_ownManifold = true; } } public override void Cleanup() { if (m_ownManifold) { if (m_manifoldPtr != null) { m_dispatcher.ReleaseManifold(m_manifoldPtr); m_manifoldPtr = null; } m_ownManifold = false; } BulletGlobals.BoxBoxCollisionAlgorithmPool.Free(this); base.Cleanup(); } public override void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { if (m_manifoldPtr == null) { return; } CollisionObject col0 = body0; CollisionObject col1 = body1; //resultOut = new ManifoldResult(body0, body1); BoxShape box0 = col0.GetCollisionShape() as BoxShape; BoxShape box1 = col1.GetCollisionShape() as BoxShape; //if (((String)col0.getUserPointer()).Contains("Box") && // ((String)col1.getUserPointer()).Contains("Box") ) //{ // int ibreak = 0; //} resultOut.SetPersistentManifold(m_manifoldPtr); ClosestPointInput input = ClosestPointInput.Default(); input.m_maximumDistanceSquared = float.MaxValue; input.m_transformA = body0.GetWorldTransform(); input.m_transformB = body1.GetWorldTransform(); BoxBoxDetector.GetClosestPoints(box0, box1, ref input, resultOut, dispatchInfo.getDebugDraw(), false); // refreshContactPoints is only necessary when using persistent contact points. otherwise all points are newly added if (m_ownManifold) { resultOut.RefreshContactPoints(); } } public override float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut) { return 1f; } public override void GetAllContactManifolds(PersistentManifoldArray manifoldArray) { if (m_manifoldPtr != null && m_ownManifold) { manifoldArray.Add(m_manifoldPtr); } } bool m_ownManifold; PersistentManifold m_manifoldPtr; }