A callback class used in Bullet physics convex cast against triangle meshes. It wraps collision hit reporting to forward LocalConvexResult entries to a provided ConvexResultCallback and holds references to the casting shape, collision object and triangle mesh; it also supports pooling via Initialize/Dispose.
/* * 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 BridgeTriangleConvexcastCallback : TriangleConvexcastCallback, IDisposable { public BridgeTriangleConvexcastCallback() { } // for pool public BridgeTriangleConvexcastCallback(ConvexShape castShape, ref IndexedMatrix from, ref IndexedMatrix to, ConvexResultCallback resultCallback, CollisionObject collisionObject, ConcaveShape triangleMesh, ref IndexedMatrix triangleToWorld) : base(castShape, ref from, ref to, ref triangleToWorld, triangleMesh.GetMargin()) { m_resultCallback = resultCallback; m_collisionObject = collisionObject; m_triangleMesh = triangleMesh; } public void Initialize(ConvexShape castShape, ref IndexedMatrix from, ref IndexedMatrix to, ConvexResultCallback resultCallback, CollisionObject collisionObject, ConcaveShape triangleMesh, ref IndexedMatrix triangleToWorld) { base.Initialize(castShape, ref from, ref to, ref triangleToWorld, triangleMesh.GetMargin()); m_resultCallback = resultCallback; m_collisionObject = collisionObject; m_triangleMesh = triangleMesh; } public override float ReportHit(ref IndexedVector3 hitNormalLocal, ref IndexedVector3 hitPointLocal, float hitFraction, int partId, int triangleIndex) { LocalShapeInfo shapeInfo = new LocalShapeInfo(); shapeInfo.m_shapePart = partId; shapeInfo.m_triangleIndex = triangleIndex; if (hitFraction <= m_resultCallback.m_closestHitFraction) { LocalConvexResult convexResult = new LocalConvexResult(m_collisionObject, ref shapeInfo, ref hitNormalLocal, ref hitPointLocal, hitFraction); bool normalInWorldSpace = m_triangleMesh is TriangleMeshShape; return m_resultCallback.AddSingleResult(ref convexResult, normalInWorldSpace); } return hitFraction; } public void Dispose() { Cleanup(); BulletGlobals.BridgeTriangleConvexcastCallbackPool.Free(this); } ConvexResultCallback m_resultCallback; CollisionObject m_collisionObject; ConcaveShape m_triangleMesh; };