A small internal class from a Bullet physics port that implements IOverlapCallback. It stores a DispatcherInfo and CollisionDispatcher, forwards overlap pairs to the dispatcher's near callback, and provides initialization and a no-op cleanup.
/* * 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; using System.Collections.Generic; using System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; internal class CollisionPairCallback : IOverlapCallback { public CollisionPairCallback(DispatcherInfo dispatchInfo, CollisionDispatcher dispatcher) { m_dispatchInfo = dispatchInfo; m_dispatcher = dispatcher; } public void Initialize(DispatcherInfo dispatchInfo, CollisionDispatcher dispatcher) { m_dispatchInfo = dispatchInfo; m_dispatcher = dispatcher; } /*btCollisionPairCallback& operator=(btCollisionPairCallback& other) { m_dispatchInfo = other.m_dispatchInfo; m_dispatcher = other.m_dispatcher; return *this; } */ public virtual void cleanup() { } public virtual bool ProcessOverlap(BroadphasePair pair) { m_dispatcher.GetNearCallback().NearCallback(pair, m_dispatcher, m_dispatchInfo); return false; } DispatcherInfo m_dispatchInfo; CollisionDispatcher m_dispatcher; }