Code/HumanoidRetargeter/Core/Formats/Mmd/Bullet/BulletCollision/BridgeTriangleRaycastCallback.cs

A bridge callback used during triangle mesh raycasts in the Bullet physics port. It wraps TriangleRaycastCallback to forward per-triangle hit data into a higher-level RayResultCallback, storing the collision object, triangle mesh and object transform and converting hit normals to world space.

Native Interop
/*
 * 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 BridgeTriangleRaycastCallback : TriangleRaycastCallback, IDisposable
{
	public RayResultCallback m_resultCallback;
	public CollisionObject m_collisionObject;
	public TriangleMeshShape m_triangleMesh;
	public IndexedMatrix m_colObjWorldTransform;
	public BridgeTriangleRaycastCallback()
	{
	} // for pool

	public BridgeTriangleRaycastCallback(ref IndexedVector3 from, ref IndexedVector3 to, RayResultCallback resultCallback, CollisionObject collisionObject, TriangleMeshShape triangleMesh, ref IndexedMatrix colObjWorldTransform) : base(ref from, ref to, resultCallback.m_flags)
	{
		//@BP Mod
		m_resultCallback = resultCallback;
		m_collisionObject = collisionObject;
		m_triangleMesh = triangleMesh;
		m_colObjWorldTransform = colObjWorldTransform;
	}

	public virtual void Initialize(ref IndexedVector3 from, ref IndexedVector3 to, RayResultCallback resultCallback, CollisionObject collisionObject, TriangleMeshShape triangleMesh, ref IndexedMatrix colObjWorldTransform)
	{
		base.Initialize(ref from, ref to, resultCallback.m_flags);
		m_resultCallback = resultCallback;
		m_collisionObject = collisionObject;
		m_triangleMesh = triangleMesh;
		m_colObjWorldTransform = colObjWorldTransform;
	}

	public override float ReportHit(ref IndexedVector3 hitNormalLocal, float hitFraction, int partId, int triangleIndex)
	{
		LocalShapeInfo shapeInfo = new LocalShapeInfo();
		shapeInfo.m_shapePart = partId;
		shapeInfo.m_triangleIndex = triangleIndex;
		IndexedVector3 hitNormalWorld = m_colObjWorldTransform._basis * hitNormalLocal;
		LocalRayResult rayResult = new LocalRayResult(m_collisionObject, ref shapeInfo, ref hitNormalWorld, hitFraction);
		bool normalInWorldSpace = true;
		return m_resultCallback.AddSingleResult(ref rayResult, normalInWorldSpace);
	}

	public override void Cleanup()
	{
		base.Cleanup();
	}

	public void Dispose()
	{
		Cleanup();
		BulletGlobals.BridgeTriangleRaycastCallbackPool.Free(this);
	}
}