A collision callback used by the Bullet physics port. It stores ray endpoints, computes the closest hit point and normal when a raycast returns a LocalRayResult, and supports initialization and pooling disposal.
/* * 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 ClosestRayResultCallback : RayResultCallback, IDisposable { public ClosestRayResultCallback() { } // for pool public ClosestRayResultCallback(IndexedVector3 rayFromWorld, IndexedVector3 rayToWorld) { m_rayFromWorld = rayFromWorld; m_rayToWorld = rayToWorld; } public ClosestRayResultCallback(ref IndexedVector3 rayFromWorld, ref IndexedVector3 rayToWorld) { m_rayFromWorld = rayFromWorld; m_rayToWorld = rayToWorld; } public void Initialize(IndexedVector3 rayFromWorld, IndexedVector3 rayToWorld) { m_rayFromWorld = rayFromWorld; m_rayToWorld = rayToWorld; m_closestHitFraction = 1f; m_collisionObject = null; } public void Initialize(ref IndexedVector3 rayFromWorld, ref IndexedVector3 rayToWorld) { m_rayFromWorld = rayFromWorld; m_rayToWorld = rayToWorld; m_closestHitFraction = 1f; m_collisionObject = null; } //public void Initialize(Vector3 rayFromWorld, Vector3 rayToWorld) //{ // m_rayFromWorld = rayFromWorld; // m_rayToWorld = rayToWorld; //} public IndexedVector3 m_rayFromWorld; //used to calculate hitPointWorld from hitFraction public IndexedVector3 m_rayToWorld; public IndexedVector3 m_hitNormalWorld; public IndexedVector3 m_hitPointWorld; public override float AddSingleResult(ref LocalRayResult rayResult, bool normalInWorldSpace) { //caller already does the filter on the m_closestHitFraction //btAssert(rayResult.m_hitFraction <= m_closestHitFraction); m_closestHitFraction = rayResult.m_hitFraction; m_collisionObject = rayResult.m_collisionObject; if (normalInWorldSpace) { m_hitNormalWorld = rayResult.m_hitNormalLocal; } else { m_hitNormalWorld = m_collisionObject.GetWorldTransform()._basis * rayResult.m_hitNormalLocal; } m_hitPointWorld = MathUtil.Interpolate3(ref m_rayFromWorld, ref m_rayToWorld, rayResult.m_hitFraction); return rayResult.m_hitFraction; } public void Dispose() { Cleanup(); BulletGlobals.ClosestRayResultCallbackPool.Free(this); } }