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

Abstract callback type used by the Bullet collision system. Stores collision filter group and mask, provides NeedsCollision to test broadphase proxy filtering, and defines an abstract AddSingleResult for reporting contact points.

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 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 abstract class ContactResultCallback
{
	public CollisionFilterGroups m_collisionFilterGroup;
	public CollisionFilterGroups m_collisionFilterMask;
	public ContactResultCallback()
	{
		m_collisionFilterGroup = CollisionFilterGroups.DefaultFilter;
		m_collisionFilterMask = CollisionFilterGroups.AllFilter;
	}

	public virtual bool NeedsCollision(BroadphaseProxy proxy0)
	{
		bool collides = (proxy0.m_collisionFilterGroup & m_collisionFilterMask) != 0;
		collides = collides && ((m_collisionFilterGroup & proxy0.m_collisionFilterMask) != 0);
		return collides;
	}

	public abstract float AddSingleResult(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1);
}