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

A small data/utility class from a Bullet physics port used for reporting convex cast results. It stores hit transforms, normal, hit point, fraction, debug drawer and allowed penetration, and provides empty virtual hooks for drawing and failure reporting plus init/cleanup that returns the instance to a pool.

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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision;

internal class CastResult
{
	public virtual void DebugDraw(float fraction)
	{
	}

	public virtual void DrawCoordSystem(ref IndexedMatrix trans)
	{
	}

	public virtual void ReportFailure(int errNo, int numIterations)
	{
	}

	public CastResult()
	{
		m_fraction = float.MaxValue;
		m_debugDrawer = null;
		m_allowedPenetration = 0f;
	}

	public virtual void Cleanup()
	{
		m_fraction = float.MaxValue;
		m_debugDrawer = null;
		m_allowedPenetration = 0f;
		BulletGlobals.CastResultPool.Free(this);
	}

	public IndexedMatrix m_hitTransformA;
	public IndexedMatrix m_hitTransformB;
	public IndexedVector3 m_normal;
	public IndexedVector3 m_hitPoint;
	public float m_fraction; //input and output
	public IDebugDraw m_debugDrawer;
	public float m_allowedPenetration;
}