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

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.

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 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;
};