BEPUphysics.NarrowPhaseSystems.Pairs.MobileMeshTerrainPairHandler.GetOpposingCollidable C# (CSharp) Method

GetOpposingCollidable() protected method

protected GetOpposingCollidable ( int index ) : TriangleCollidable
index int
return TriangleCollidable
        protected override TriangleCollidable GetOpposingCollidable(int index)
        {
            //Construct a TriangleCollidable from the static mesh.
            var toReturn = PhysicsResources.GetTriangleCollidable();
            Vector3 terrainUp = new Vector3(mesh.worldTransform.LinearTransform.M21, mesh.worldTransform.LinearTransform.M22, mesh.worldTransform.LinearTransform.M23);
            float dot;
            Vector3 AB, AC, normal;
            var shape = toReturn.Shape;
            mesh.Shape.GetTriangle(index, ref mesh.worldTransform, out shape.vA, out shape.vB, out shape.vC);
            Vector3 center;
            Vector3.Add(ref shape.vA, ref shape.vB, out center);
            Vector3.Add(ref center, ref shape.vC, out center);
            Vector3.Multiply(ref center, 1 / 3f, out center);
            Vector3.Subtract(ref shape.vA, ref center, out shape.vA);
            Vector3.Subtract(ref shape.vB, ref center, out shape.vB);
            Vector3.Subtract(ref shape.vC, ref center, out shape.vC);

            //The bounding box doesn't update by itself.
            toReturn.worldTransform.Position = center;
            toReturn.worldTransform.Orientation = Quaternion.Identity;
            toReturn.UpdateBoundingBoxInternal(0);

            Vector3.Subtract(ref shape.vB, ref shape.vA, out AB);
            Vector3.Subtract(ref shape.vC, ref shape.vA, out AC);
            Vector3.Cross(ref AB, ref AC, out normal);
            Vector3.Dot(ref terrainUp, ref normal, out dot);
            if (dot > 0)
            {
                shape.sidedness = TriangleSidedness.Clockwise;
            }
            else
            {
                shape.sidedness = TriangleSidedness.Counterclockwise;
            }
            shape.collisionMargin = mobileMesh.Shape.MeshCollisionMargin;
            return toReturn;
        }