An abstract callback type used by the Bullet collision sweep code. It stores hit fraction and collision filter masks, provides initialization, a collision filter test (NeedsCollision), a HasHit helper, and an abstract AddSingleResult method for subclasses to implement handling of a single convex collision result.
/* * 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 ConvexResultCallback { public ConvexResultCallback() { m_closestHitFraction = 1f; m_collisionFilterGroup = CollisionFilterGroups.DefaultFilter; m_collisionFilterMask = CollisionFilterGroups.AllFilter; } public virtual void Initialize() { m_closestHitFraction = 1f; m_collisionFilterGroup = CollisionFilterGroups.DefaultFilter; m_collisionFilterMask = CollisionFilterGroups.AllFilter; } public bool HasHit() { return (m_closestHitFraction < 1f); } 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 LocalConvexResult convexResult, bool normalInWorldSpace); public float m_closestHitFraction; public CollisionFilterGroups m_collisionFilterGroup; public CollisionFilterGroups m_collisionFilterMask; };