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.
/* * 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); } }