A collision callback class used by the Bullet physics raycast system. It collects all ray hits between rayFromWorld and rayToWorld, storing hit objects, world normals, hit points and hit fractions for later processing.
/* * 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.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; using System; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class AllHitsRayResultCallback : RayResultCallback { public AllHitsRayResultCallback(IndexedVector3 rayFromWorld, IndexedVector3 rayToWorld) : this(ref rayFromWorld, ref rayToWorld) { } public AllHitsRayResultCallback(ref IndexedVector3 rayFromWorld, ref IndexedVector3 rayToWorld) { m_rayFromWorld = rayFromWorld; m_rayToWorld = rayToWorld; } public ObjectArray<CollisionObject> m_collisionObjects = new ObjectArray<CollisionObject>(); IndexedVector3 m_rayFromWorld; //used to calculate hitPointWorld from hitFraction IndexedVector3 m_rayToWorld; public ObjectArray<IndexedVector3> m_hitNormalWorld = new ObjectArray<IndexedVector3>(); public ObjectArray<IndexedVector3> m_hitPointWorld = new ObjectArray<IndexedVector3>(); public ObjectArray<float> m_hitFractions = new ObjectArray<float>(); public override float AddSingleResult(ref LocalRayResult rayResult, bool normalInWorldSpace) { m_collisionObject = rayResult.m_collisionObject; m_collisionObjects.Add(rayResult.m_collisionObject); IndexedVector3 hitNormalWorld; if (normalInWorldSpace) { hitNormalWorld = rayResult.m_hitNormalLocal; } else { hitNormalWorld = m_collisionObject.GetWorldTransform()._basis * rayResult.m_hitNormalLocal; } m_hitNormalWorld.Add(hitNormalWorld); IndexedVector3 hitPointWorld = MathUtil.Interpolate3(ref m_rayFromWorld, ref m_rayToWorld, rayResult.m_hitFraction); m_hitPointWorld.Add(hitPointWorld); m_hitFractions.Add(rayResult.m_hitFraction); return m_closestHitFraction; } }