示例#1
0
 public void Abs(out IndexedVector3 result)
 {
     result.X = System.Math.Abs(X);
     result.Y = System.Math.Abs(Y);
     result.Z = System.Math.Abs(Z);
 }
示例#2
0
 public static void Dot(ref IndexedVector3 a, ref IndexedVector3 b,out float r)
 {
     r = (a.X * b.X) + (a.Y * b.Y) + (a.Z * b.Z);
 }
示例#3
0
 public static void TransformNormal(ref IndexedVector3 position, ref Matrix matrix, out IndexedVector3 vector)
 {
     float num3 = (((position.X * matrix.M11) + (position.Y * matrix.M21)) + (position.Z * matrix.M31));
     float num2 = (((position.X * matrix.M12) + (position.Y * matrix.M22)) + (position.Z * matrix.M32));
     float num = (((position.X * matrix.M13) + (position.Y * matrix.M23)) + (position.Z * matrix.M33));
     vector.X = num3;
     vector.Y = num2;
     vector.Z = num;
 }
示例#4
0
 public IndexedVector3(IndexedVector3 v)
 {
     X = v.X;
     Y = v.Y;
     Z = v.Z;
 }
示例#5
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 public static void DMULTIPLY0_331(ref IndexedVector3 A, float[] B, ref IndexedVector3 C)
 {
     A[0] = DDOT(B, 0, ref C, 0);
     A[1] = DDOT(B, 4, ref C, 0);
     A[2] = DDOT(B, 8, ref C, 0);
 }
示例#6
0
 public static IndexedVector3 Transform(ref IndexedVector3 position, ref Matrix matrix)
 {
     IndexedVector3 vector;
     float num3 = (((position.X * matrix.M11) + (position.Y * matrix.M21)) + (position.Z * matrix.M31)) + matrix.M41;
     float num2 = (((position.X * matrix.M12) + (position.Y * matrix.M22)) + (position.Z * matrix.M32)) + matrix.M42;
     float num = (((position.X * matrix.M13) + (position.Y * matrix.M23)) + (position.Z * matrix.M33)) + matrix.M43;
     vector.X = num3;
     vector.Y = num2;
     vector.Z = num;
     return vector;
 }
示例#7
0
 private static float DDOTpq(ref IndexedVector3 a, ref IndexedVector3 b, int aOffset, int bOffset, int p, int q)
 {
     //return (a[0] * b[0] + (a)[p] * (b)[q] + (a)[2 * (p)] * (b)[2 * (q)]); 
     return (a[aOffset] * b[bOffset] + a[p + aOffset] * b[q + bOffset] + a[(2 * p) + aOffset] * b[(2 * q) + bOffset]);
 }
示例#8
0
        // Work in progress to copy redo the box detector to remove un-necessary allocations
#if true

        public virtual void GetClosestPoints(ClosestPointInput input, ManifoldResult output, IDebugDraw debugDraw, bool swapResults)
        {
            Matrix transformA = input.m_transformA;
            Matrix transformB = input.m_transformB;

            if (BulletGlobals.g_streamWriter != null && debugBoxBox)
            {
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformA", transformA);
                MathUtil.PrintMatrix(BulletGlobals.g_streamWriter, "BoxBox:GCP:transformB", transformB);
            }



            int skip = 0;
            Object contact = null;
            Matrix rotateA = Matrix.Identity;
            rotateA.Backward = transformA.Backward;
            rotateA.Right = transformA.Right;
            rotateA.Up = transformA.Up;

            Matrix rotateB = Matrix.Identity;
            rotateB.Backward = transformB.Backward;
            rotateB.Right = transformB.Right;
            rotateB.Up = transformB.Up;

            IndexedVector3 normal = new IndexedVector3();
            float depth = 0f;
            int return_code = -1;
            int maxc = 4;

            IndexedVector3 translationA = new IndexedVector3(transformA.Translation);
            IndexedVector3 translationB = new IndexedVector3(transformB.Translation);

            Vector3 debugExtents = new Vector3(2f, 2f, 2f);

            IndexedVector3 box1Margin = new IndexedVector3(2f * m_box1.GetHalfExtentsWithMargin());
            IndexedVector3 box2Margin = new IndexedVector3(2f * m_box2.GetHalfExtentsWithMargin());

            //Vector3 box1Margin = 2f * debugExtents;
            //Vector3 box2Margin = 2f * debugExtents;
            rotateA = Matrix.Transpose(rotateA);
            rotateB = Matrix.Transpose(rotateB);

            float[] temp1 = s_temp1;
            float[] temp2 = s_temp2;

            temp1[0] = rotateA.M11;
            temp1[1] = rotateA.M12;
            temp1[2] = rotateA.M13;

            temp1[4] = rotateA.M21;
            temp1[5] = rotateA.M22;
            temp1[6] = rotateA.M23;

            temp1[8] = rotateA.M31;
            temp1[9] = rotateA.M32;
            temp1[10] = rotateA.M33;


            temp2[0] = rotateB.M11;
            temp2[1] = rotateB.M12;
            temp2[2] = rotateB.M13;

            temp2[4] = rotateB.M21;
            temp2[5] = rotateB.M22;
            temp2[6] = rotateB.M23;

            temp2[8] = rotateB.M31;
            temp2[9] = rotateB.M32;
            temp2[10] = rotateB.M33;

            DBoxBox2(ref translationA,
            temp1,
            ref box1Margin,
            ref translationB,
            temp2,
            ref box2Margin,
            ref normal, ref depth, ref return_code,
            maxc, contact, skip,
            output);

        }
示例#9
0
 private static float DDOT41(float[] a, int aOffset, ref IndexedVector3 b, int bOffset) { return DDOTpq(a, ref b, aOffset, bOffset, 4, 1); }
示例#10
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 private static float DDOT14(ref IndexedVector3 a, int aOffset, float[] b, int bOffset) { return DDOTpq(ref a, b, aOffset, bOffset, 1, 4); }
示例#11
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 private static float DDOT(ref IndexedVector3 a, int aOffset, ref IndexedVector3 b, int bOffset) { return DDOTpq(ref a, ref b, aOffset, bOffset, 1, 1); }
示例#12
0
 // note: cross product axes need to be scaled when s is computed.
 // normal (n1,n2,n3) is relative to box 1.
 private static bool TST2(float expr1, float expr2, float n1, float n2, float n3, ref IndexedVector3 normalC, ref float[] normalR, int cc, ref int code, ref float s, ref bool invert_normal)
 {
     float s2 = System.Math.Abs(expr1) - (expr2);
     if (s2 > MathUtil.SIMD_EPSILON)
     {
         return true;
     }
     float l = (float)System.Math.Sqrt((n1 * n1) + (n2 * n2) + (n3 * n3));
     if (l > MathUtil.SIMD_EPSILON)
     {
         s2 /= l;
         if (s2 * fudge_factor > s)
         {
             s = s2;
             normalR = null;
             normalC[0] = (n1) / l; normalC[1] = (n2) / l; normalC[2] = (n3) / l;
             invert_normal = ((expr1) < 0);
             invert_normal = ((expr1) < 0);
             code = (cc);
         }
     }
     return false;
 }
示例#13
0
        private static void DLineClosestApproach(ref IndexedVector3 pa, ref IndexedVector3 ua,
                       ref IndexedVector3 pb, ref IndexedVector3 ub,
                       ref float alpha, ref float beta)
        {
            IndexedVector3 p = pb - pa;

            float uaub = IndexedVector3.Dot(ref ua, ref ub);
            float q1 = IndexedVector3.Dot(ref ua, ref p);
            float q2 = -IndexedVector3.Dot(ref ub, ref p);
            float d = 1 - uaub * uaub;
            if (d <= 0.0001f)
            {
                // @@@ this needs to be made more robust
                alpha = 0f;
                beta = 0f;
            }
            else
            {
                d = 1f / d;
                alpha = (q1 + uaub * q2) * d;
                beta = (uaub * q1 + q2) * d;
            }
        }
示例#14
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 public static float Dot(IndexedVector3 a, Vector3 b)
 {
     return Dot(ref a, ref b);
 }
示例#15
0
        public static void DMULTIPLY1_331(ref IndexedVector3 A, float[] B, ref IndexedVector3 C)
        {

            A[0] = DDOT41(B, 0, ref C, 0);
            A[1] = DDOT41(B, 1, ref C, 0);
            A[2] = DDOT41(B, 2, ref C, 0);
        }
示例#16
0
 public static float Dot(ref IndexedVector3 a, ref Vector3 b)
 {
     return (a.X * b.X) + (a.Y * b.Y) + (a.Z * b.Z);
 }
示例#17
0
        private static int DBoxBox2(ref IndexedVector3 p1, float[] R1,
        ref IndexedVector3 side1, ref IndexedVector3 p2,
        float[] R2, ref IndexedVector3 side2,
        ref IndexedVector3 normal, ref float depth, ref int return_code,
        int maxc, Object contact, int skip, IDiscreteCollisionDetectorInterfaceResult output)
        {
            Vector3 centerDifference = Vector3.Zero, ppv = Vector3.Zero;
            float[] normalR = null;
            int normalROffsetResult = 0;


            IndexedVector3 A = side1 * 0.5f;
            IndexedVector3 B = side2 * 0.5f;

            int code;
            bool invert_normal;
            // get vector from centers of box 1 to box 2, relative to box 1
            IndexedVector3 p = p2 - p1;

            IndexedVector3 pp = new IndexedVector3();

            DMULTIPLY1_331(ref pp, R1, ref p);		// get pp = p relative to body 1

            // for all 15 possible separating axes:
            //   * see if the axis separates the boxes. if so, return 0.
            //   * find the depth of the penetration along the separating axis (s2)
            //   * if this is the largest depth so far, record it.
            // the normal vector will be set to the separating axis with the smallest
            // depth. note: normalR is set to point to a column of R1 or R2 if that is
            // the smallest depth normal so far. otherwise normalR is 0 and normalC is
            // set to a vector relative to body 1. invert_normal is 1 if the sign of
            // the normal should be flipped.

            float R11 = DDOT44(R1, 0, R2, 0);
            float R12 = DDOT44(R1, 0, R2, 1);
            float R13 = DDOT44(R1, 0, R2, 2);
            float R21 = DDOT44(R1, 1, R2, 0);
            float R22 = DDOT44(R1, 1, R2, 1);
            float R23 = DDOT44(R1, 1, R2, 2);
            float R31 = DDOT44(R1, 2, R2, 0);
            float R32 = DDOT44(R1, 2, R2, 1);
            float R33 = DDOT44(R1, 2, R2, 2);

            float Q11 = System.Math.Abs(R11);
            float Q12 = System.Math.Abs(R12);
            float Q13 = System.Math.Abs(R13);

            float Q21 = System.Math.Abs(R21);
            float Q22 = System.Math.Abs(R22);
            float Q23 = System.Math.Abs(R23);

            float Q31 = System.Math.Abs(R31);
            float Q32 = System.Math.Abs(R32);
            float Q33 = System.Math.Abs(R33);

            float s = -float.MaxValue;
            invert_normal = false;
            code = 0;

            int normalROffset = 0;
            // separating axis = u1,u2,u3
            if (TST(pp[0], (A[0] + B[0] * Q11 + B[1] * Q12 + B[2] * Q13), R1, ref normalR, 0, ref normalROffset, 1, ref code, ref s, ref invert_normal)) return 0;
            if (TST(pp[1], (A[1] + B[0] * Q21 + B[1] * Q22 + B[2] * Q23), R1, ref normalR, 1, ref normalROffset, 2, ref code, ref s, ref invert_normal)) return 0;
            if (TST(pp[2], (A[2] + B[0] * Q31 + B[1] * Q32 + B[2] * Q33), R1, ref normalR, 2, ref normalROffset, 3, ref code, ref s, ref invert_normal)) return 0;

            // separating axis = v1,v2,v3
            if (TST(DDOT41(R2, 0, ref p, 0), (A[0] * Q11 + A[1] * Q21 + A[2] * Q31 + B[0]), R2, ref normalR, 0, ref normalROffset, 4, ref code, ref s, ref invert_normal)) return 0;
            if (TST(DDOT41(R2, 1, ref p, 0), (A[0] * Q12 + A[1] * Q22 + A[2] * Q32 + B[1]), R2, ref normalR, 1, ref normalROffset, 5, ref code, ref s, ref invert_normal)) return 0;
            if (TST(DDOT41(R2, 2, ref p, 0), (A[0] * Q13 + A[1] * Q23 + A[2] * Q33 + B[2]), R2, ref normalR, 2, ref normalROffset, 6, ref code, ref s, ref invert_normal)) return 0;

            // note: cross product axes need to be scaled when s is computed.
            // normal (n1,n2,n3) is relative to box 1.
            // separating axis = u1 x (v1,v2,v3)
            //private static bool TST2(float expr1,float expr2,ref Vector3 normal, ref Vector3 normalC,int cc,ref int code)

            IndexedVector3 normalC = new IndexedVector3();

            // separating axis = u1 x (v1,v2,v3)
            if (TST2(pp[2] * R21 - pp[1] * R31, (A[1] * Q31 + A[2] * Q21 + B[1] * Q13 + B[2] * Q12), 0, -R31, R21, ref normalC, ref normalR, 7, ref code, ref s, ref invert_normal)) return 0;
            if (TST2(pp[2] * R22 - pp[1] * R32, (A[1] * Q32 + A[2] * Q22 + B[0] * Q13 + B[2] * Q11), 0, -R32, R22, ref normalC, ref normalR, 8, ref code, ref s, ref invert_normal)) return 0;
            if (TST2(pp[2] * R23 - pp[1] * R33, (A[1] * Q33 + A[2] * Q23 + B[0] * Q12 + B[1] * Q11), 0, -R33, R23, ref normalC, ref normalR, 9, ref code, ref s, ref invert_normal)) return 0;

            // separating axis = u2 x (v1,v2,v3)
            if (TST2(pp[0] * R31 - pp[2] * R11, (A[0] * Q31 + A[2] * Q11 + B[1] * Q23 + B[2] * Q22), R31, 0, -R11, ref normalC, ref normalR, 10, ref code, ref s, ref invert_normal)) return 0;
            if (TST2(pp[0] * R32 - pp[2] * R12, (A[0] * Q32 + A[2] * Q12 + B[0] * Q23 + B[2] * Q21), R32, 0, -R12, ref normalC, ref normalR, 11, ref code, ref s, ref invert_normal)) return 0;
            if (TST2(pp[0] * R33 - pp[2] * R13, (A[0] * Q33 + A[2] * Q13 + B[0] * Q22 + B[1] * Q21), R33, 0, -R13, ref normalC, ref normalR, 12, ref code, ref s, ref invert_normal)) return 0;

            // separating axis = u3 x (v1,v2,v3)
            if (TST2(pp[1] * R11 - pp[0] * R21, (A[0] * Q21 + A[1] * Q11 + B[1] * Q33 + B[2] * Q32), -R21, R11, 0, ref normalC, ref normalR, 13, ref code, ref s, ref invert_normal)) return 0;
            if (TST2(pp[1] * R12 - pp[0] * R22, (A[0] * Q22 + A[1] * Q12 + B[0] * Q33 + B[2] * Q31), -R22, R12, 0, ref normalC, ref normalR, 14, ref code, ref s, ref invert_normal)) return 0;
            if (TST2(pp[1] * R13 - pp[0] * R23, (A[0] * Q23 + A[1] * Q13 + B[0] * Q32 + B[1] * Q31), -R23, R13, 0, ref normalC, ref normalR, 15, ref code, ref s, ref invert_normal)) return 0;

            if (code == 0)
            {
                return 0;
            }
            // if we get to this point, the boxes interpenetrate. compute the normal
            // in global coordinates.
            if (normalR != null)
            {
                normal[0] = normalR[0 + normalROffset];
                normal[1] = normalR[4 + normalROffset];
                normal[2] = normalR[8 + normalROffset];
            }
            else
            {
                DMULTIPLY0_331(ref normal, R1, ref normalC);
            }
            if (invert_normal)
            {
                normal = -normal;
            }
            depth = -s;

            // compute contact point(s)

            if (code > 6)
            {
                // an edge from box 1 touches an edge from box 2.
                // find a point pa on the intersecting edge of box 1
                IndexedVector3 pa1 = p1;

                for (int j = 0; j < 3; j++)
                {
                    float sign = (DDOT14(ref normal, 0, R1, j) > 0) ? 1.0f : -1.0f;
                    for (int i = 0; i < 3; i++)
                    {
                        pa1[i] += sign * A[j] * R1[i * 4 + j];
                    }
                }

                // find a point pb on the intersecting edge of box 2
                IndexedVector3 pb1 = p2;
                //for (i = 0; i < 3; i++) pb[i] = p2[i];
                for (int j = 0; j < 3; j++)
                {
                    float sign = (DDOT14(ref normal, 0, R2, j) > 0) ? -1.0f : 1.0f;
                    for (int i = 0; i < 3; i++)
                    {
                        pb1[i] += sign * B[j] * R2[i * 4 + j];
                    }
                }


                float alpha = 0f, beta = 0f;
                IndexedVector3 ua = new IndexedVector3();
                IndexedVector3 ub = new IndexedVector3();
                for (int i = 0; i < 3; i++)
                {
                    ua[i] = R1[((code) - 7) / 3 + i * 4];
                }
                for (int i = 0; i < 3; i++)
                {
                    ub[i] = R2[((code) - 7) % 3 + i * 4];
                }

                DLineClosestApproach(ref pa1, ref ua, ref pb1, ref ub, ref alpha, ref beta);

                for (int i = 0; i < 3; i++)
                {
                    pa1[i] += ua[i] * alpha;
                }
                for (int i = 0; i < 3; i++)
                {
                    pb1[i] += ub[i] * beta;
                }

                {
                    //contact[0].pos[i] = float(0.5)*(pa[i]+pb[i]);
                    //contact[0].depth = *depth;

#if USE_CENTER_POINT
            pointInWorld = (pa + pb) * 0.5f;
            output.addContactPoint(-normal,pointInWorld,-depth);
#else
                    Vector3 pbv = pb1.ToVector3();
                    output.AddContactPoint((-normal).ToVector3(), pbv, -depth);
#endif //
                    return_code = code;
                }
                return 1;
            }

            // okay, we have a face-something intersection (because the separating
            // axis is perpendicular to a face). define face 'a' to be the reference
            // face (i.e. the normal vector is perpendicular to this) and face 'b' to be
            // the incident face (the closest face of the other box).


            float[] Ra;
            float[] Rb;
            IndexedVector3 pa;
            IndexedVector3 pb;
            IndexedVector3 Sa;
            IndexedVector3 Sb;

            if (code <= 3)
            {
                Ra = R1;
                Rb = R2;
                pa = p1;
                pb = p2;
                Sa = A;
                Sb = B;
            }
            else
            {
                Ra = R2;
                Rb = R1;
                pa = p2;
                pb = p1;
                Sa = B;
                Sb = A;
            }

            // nr = normal vector of reference face dotted with axes of incident box.
            // anr = absolute values of nr.
            IndexedVector3 normal2;
            IndexedVector3 nr = new IndexedVector3();
            IndexedVector3 anr;


            if (code <= 3)
            {
                normal2 = normal;
            }
            else
            {
                normal2 = -normal;
            }
            DMULTIPLY1_331(ref nr, Rb, ref normal2);

            nr.Abs(out anr);

            // find the largest compontent of anr: this corresponds to the normal
            // for the indident face. the other axis numbers of the indicent face
            // are stored in a1,a2.
            int lanr, a1, a2;
            if (anr[1] > anr[0])
            {
                if (anr[1] > anr[2])
                {
                    a1 = 0;
                    lanr = 1;
                    a2 = 2;
                }
                else
                {
                    a1 = 0;
                    a2 = 1;
                    lanr = 2;
                }
            }
            else
            {
                if (anr[0] > anr[2])
                {
                    lanr = 0;
                    a1 = 1;
                    a2 = 2;
                }
                else
                {
                    a1 = 0;
                    a2 = 1;
                    lanr = 2;
                }
            }

            // compute center point of incident face, in reference-face coordinates
            IndexedVector3 center = new IndexedVector3(); ;
            if (nr[lanr] < 0)
            {
                for (int i = 0; i < 3; i++)
                {
                    center[i] = pb[i] - pa[i] + Sb[lanr] * Rb[i * 4 + lanr];
                }
            }
            else
            {
                for (int i = 0; i < 3; i++)
                {
                    center[i] = pb[i] - pa[i] - Sb[lanr] * Rb[i * 4 + lanr];
                }
            }


            // find the normal and non-normal axis numbers of the reference box
            int codeN, code1, code2;
            if (code <= 3)
            {
                codeN = code - 1;
            }
            else
            {
                codeN = code - 4;
            }
            if (codeN == 0)
            {
                code1 = 1;
                code2 = 2;
            }
            else if (codeN == 1)
            {
                code1 = 0;
                code2 = 2;
            }
            else
            {
                code1 = 0;
                code2 = 1;
            }

            // find the four corners of the incident face, in reference-face coordinates
            float[] quad = s_quad;	// 2D coordinate of incident face (x,y pairs)
            float c1, c2, m11, m12, m21, m22;
            c1 = DDOT14(ref center, 0, Ra, code1);
            c2 = DDOT14(ref center, 0, Ra, code2);

            // optimize this? - we have already computed this data above, but it is not
            // stored in an easy-to-index format. for now it's quicker just to recompute
            // the four dot products.
            m11 = DDOT44(Ra, code1, Rb, a1);
            m12 = DDOT44(Ra, code1, Rb, a2);
            m21 = DDOT44(Ra, code2, Rb, a1);
            m22 = DDOT44(Ra, code2, Rb, a2);
            {
                float k1 = m11 * Sb[a1];
                float k2 = m21 * Sb[a1];
                float k3 = m12 * Sb[a2];
                float k4 = m22 * Sb[a2];
                quad[0] = c1 - k1 - k3;
                quad[1] = c2 - k2 - k4;
                quad[2] = c1 - k1 + k3;
                quad[3] = c2 - k2 + k4;
                quad[4] = c1 + k1 + k3;
                quad[5] = c2 + k2 + k4;
                quad[6] = c1 + k1 - k3;
                quad[7] = c2 + k2 - k4;
            }

            // find the size of the reference face
            float[] rect = new float[2];
            rect[0] = Sa[code1];
            rect[1] = Sa[code2];

            // intersect the incident and reference faces
            float[] ret = s_ret;
            int n = IntersectRectQuad2(rect, quad, ret);
            if (n < 1)
            {
                return 0;		// this should never happen
            }

            // convert the intersection points into reference-face coordinates,
            // and compute the contact position and depth for each point. only keep
            // those points that have a positive (penetrating) depth. delete points in
            // the 'ret' array as necessary so that 'point' and 'ret' correspond.
            float[] point = s_point;		// penetrating contact points
            float[] dep = s_dep;			// depths for those points
            float det1 = 1f / (m11 * m22 - m12 * m21);
            m11 *= det1;
            m12 *= det1;
            m21 *= det1;
            m22 *= det1;
            int cnum = 0;			// number of penetrating contact points found
            for (int j = 0; j < n; j++)
            {
                float k1 = m22 * (ret[j * 2] - c1) - m12 * (ret[j * 2 + 1] - c2);
                float k2 = -m21 * (ret[j * 2] - c1) + m11 * (ret[j * 2 + 1] - c2);
                for (int i = 0; i < 3; i++)
                {
                    point[cnum * 3 + i] = center[i] + k1 * Rb[i * 4 + a1] + k2 * Rb[i * 4 + a2];
                }
                dep[cnum] = Sa[codeN] - DDOT(ref normal2, 0, point, cnum * 3);
                if (dep[cnum] >= 0)
                {
                    ret[cnum * 2] = ret[j * 2];
                    ret[cnum * 2 + 1] = ret[j * 2 + 1];
                    cnum++;
                }
            }
            if (cnum < 1)
            {
                return 0;	// this should never happen
            }

            // we can't generate more contacts than we actually have
            if (maxc > cnum)
            {
                maxc = cnum;
            }
            if (maxc < 1)
            {
                maxc = 1;
            }

            if (cnum <= maxc)
            {
                if (code < 4)
                {
                    // we have less contacts than we need, so we use them all
                    for (int j = 0; j < cnum; j++)
                    {
                        IndexedVector3 pointInWorldFA = new IndexedVector3(); ;
                        for (int i = 0; i < 3; i++)
                        {
                            pointInWorldFA[i] = point[j * 3 + i] + pa[i];
                        }
                        Vector3 pointInWorld = pointInWorldFA.ToVector3();
                        if (BulletGlobals.g_streamWriter != null && debugBoxBox)
                        {
                            MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "boxbox get closest", pointInWorld);
                        }

                        output.AddContactPoint((-normal).ToVector3(), pointInWorld, -dep[j]);
                    }
                }
                else
                {
                    // we have less contacts than we need, so we use them all
                    for (int j = 0; j < cnum; j++)
                    {
                        IndexedVector3 pointInWorld = new IndexedVector3(); ;
                        for (int i = 0; i < 3; i++)
                        {
                            pointInWorld[i] = point[j * 3 + i] + pa[i];

                        }

                        if (BulletGlobals.g_streamWriter != null && debugBoxBox)
                        {
                            MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "boxbox get closest", pointInWorld.ToVector3());
                        }
                        output.AddContactPoint((-normal).ToVector3(), pointInWorld.ToVector3(), -dep[j]);
                    }
                }
            }
            else
            {
                // we have more contacts than are wanted, some of them must be culled.
                // find the deepest point, it is always the first contact.
                int i1 = 0;
                float maxdepth = dep[0];
                for (int i = 1; i < cnum; i++)
                {
                    if (dep[i] > maxdepth)
                    {
                        maxdepth = dep[i];
                        i1 = i;
                    }
                }

                int[] iret = new int[8];
                CullPoints2(cnum, ret, maxc, i1, iret);

                for (int j = 0; j < maxc; j++)
                {
                    //      dContactGeom *con = CONTACT(contact,skip*j);
                    //    for (i=0; i<3; i++) con->pos[i] = point[iret[j]*3+i] + pa[i];
                    //  con->depth = dep[iret[j]];
                    IndexedVector3 posInWorldFA = new IndexedVector3(); ;
                    for (int i = 0; i < 3; i++)
                    {
                        posInWorldFA[i] = point[iret[j] * 3 + i] + pa[i];
                    }
                    Vector3 pointInWorld = posInWorldFA.ToVector3();

                    if (BulletGlobals.g_streamWriter != null && debugBoxBox)
                    {
                        MathUtil.PrintVector3(BulletGlobals.g_streamWriter, "boxbox get closest", pointInWorld);
                    }

                    output.AddContactPoint((-normal).ToVector3(), pointInWorld, -dep[iret[j]]);

                }
                cnum = maxc;
            }
            return_code = code;
            return cnum;
        }