A subclass of ManifoldResult for Bullet collision handling, it adapts contact points into ManifoldPoint objects and forwards them to a ContactResultCallback. It computes local contact positions, handles body swapping, fills triangle/part indices, and calls AddSingleResult on the provided callback.
/* * 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 BridgedManifoldResult : ManifoldResult { ContactResultCallback m_resultCallback; public BridgedManifoldResult(CollisionObject obj0, CollisionObject obj1, ContactResultCallback resultCallback) : base(obj0, obj1) { m_resultCallback = resultCallback; } public override void AddContactPoint(ref IndexedVector3 normalOnBInWorld, ref IndexedVector3 pointInWorld, float depth) { bool isSwapped = m_manifoldPtr.GetBody0() != m_body0; IndexedVector3 pointA = pointInWorld + normalOnBInWorld * depth; IndexedVector3 localA; IndexedVector3 localB; if (isSwapped) { MathUtil.InverseTransform(ref m_rootTransB, ref pointA, out localA); MathUtil.InverseTransform(ref m_rootTransA, ref pointInWorld, out localB); } else { MathUtil.InverseTransform(ref m_rootTransA, ref pointA, out localA); MathUtil.InverseTransform(ref m_rootTransB, ref pointInWorld, out localB); } ManifoldPoint newPt = BulletGlobals.ManifoldPointPool.Get(); newPt.Initialise(ref localA, ref localB, ref normalOnBInWorld, depth); newPt.m_positionWorldOnA = pointA; newPt.m_positionWorldOnB = pointInWorld; //BP mod, store contact triangles. if (isSwapped) { newPt.m_partId0 = m_partId1; newPt.m_partId1 = m_partId0; newPt.m_index0 = m_index1; newPt.m_index1 = m_index0; } else { newPt.m_partId0 = m_partId0; newPt.m_partId1 = m_partId1; newPt.m_index0 = m_index0; newPt.m_index1 = m_index1; } //experimental feature info, for per-triangle material etc. CollisionObject obj0 = isSwapped ? m_body1 : m_body0; CollisionObject obj1 = isSwapped ? m_body0 : m_body1; m_resultCallback.AddSingleResult(ref newPt, obj0, newPt.m_partId0, newPt.m_index0, obj1, newPt.m_partId1, newPt.m_index1); } }