Abstract base class for collision algorithms in the Bullet physics port. It stores a dispatcher reference, assigns a unique instance id from BulletGlobals, and declares abstract methods for processing collisions, computing time of impact, and retrieving contact manifolds.
/* * 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 abstract class CollisionAlgorithm { public CollisionAlgorithm() { ++BulletGlobals.s_collisionAlgorithmInstanceCount; colAgorithmId = BulletGlobals.s_collisionAlgorithmInstanceCount; } public CollisionAlgorithm(CollisionAlgorithmConstructionInfo ci) { m_dispatcher = ci.GetDispatcher(); ++BulletGlobals.s_collisionAlgorithmInstanceCount; colAgorithmId = BulletGlobals.s_collisionAlgorithmInstanceCount; } public virtual void Initialize(CollisionAlgorithmConstructionInfo ci) { m_dispatcher = ci.GetDispatcher(); ++BulletGlobals.s_collisionAlgorithmInstanceCount; colAgorithmId = BulletGlobals.s_collisionAlgorithmInstanceCount; } public abstract void ProcessCollision(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut); public abstract float CalculateTimeOfImpact(CollisionObject body0, CollisionObject body1, DispatcherInfo dispatchInfo, ManifoldResult resultOut); public abstract void GetAllContactManifolds(PersistentManifoldArray manifoldArray); public virtual void Cleanup() { } protected int GetDispatcherId() { return 1; } protected IDispatcher m_dispatcher; public int colAgorithmId; }