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

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.

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 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;
}