A collision callback used by convex sweep tests in the Bullet physics port. It stores the convex sweep start/end, the closest hit fraction, hit normal/point in world space, and the collided object, and updates these when AddSingleResult is called.
/* * 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 ClosestConvexResultCallback : ConvexResultCallback { public ClosestConvexResultCallback() { } // for pool public ClosestConvexResultCallback(IndexedVector3 convexFromWorld, IndexedVector3 convexToWorld) : this(ref convexFromWorld, ref convexToWorld) { } public ClosestConvexResultCallback(ref IndexedVector3 convexFromWorld, ref IndexedVector3 convexToWorld) { m_convexFromWorld = convexFromWorld; m_convexToWorld = convexToWorld; m_hitCollisionObject = null; } public virtual void Initialize(ref IndexedVector3 convexFromWorld, ref IndexedVector3 convexToWorld) { base.Initialize(); m_convexFromWorld = convexFromWorld; m_convexToWorld = convexToWorld; m_hitCollisionObject = null; } public override float AddSingleResult(ref LocalConvexResult convexResult, bool normalInWorldSpace) { //caller already does the filter on the m_closestHitFraction //btAssert(convexResult.m_hitFraction <= m_closestHitFraction); m_closestHitFraction = convexResult.m_hitFraction; m_hitCollisionObject = convexResult.m_hitCollisionObject; if (normalInWorldSpace) { m_hitNormalWorld = convexResult.m_hitNormalLocal; } else { m_hitNormalWorld = m_hitCollisionObject.GetWorldTransform()._basis * convexResult.m_hitNormalLocal; } m_hitPointWorld = convexResult.m_hitPointLocal; return convexResult.m_hitFraction; } public IndexedVector3 m_convexFromWorld; //used to calculate hitPointWorld from hitFraction public IndexedVector3 m_convexToWorld; public IndexedVector3 m_hitNormalWorld; public IndexedVector3 m_hitPointWorld; public CollisionObject m_hitCollisionObject; }