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

A collision callback used by the physics broadphase. When two broadphase proxies are near, it gets their CollisionObject instances, asks the dispatcher if they need collision, creates or reuses a collision algorithm, runs either discrete collision processing or continuous time-of-impact calculation, and updates dispatch info.

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;
using System.Collections.Generic;
using System.Diagnostics;
using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision;

internal class DefaultNearCallback : INearCallback
{
	public void NearCallback(BroadphasePair collisionPair, CollisionDispatcher dispatcher, DispatcherInfo dispatchInfo)
	{
		CollisionObject colObj0 = collisionPair.m_pProxy0.GetClientObject() as CollisionObject;
		CollisionObject colObj1 = collisionPair.m_pProxy1.GetClientObject() as CollisionObject;
		if (dispatcher.NeedsCollision(colObj0, colObj1))
		{
			//dispatcher will keep algorithms persistent in the collision pair
			if (collisionPair.m_algorithm == null)
			{
				collisionPair.m_algorithm = dispatcher.FindAlgorithm(colObj0, colObj1, null);
			}

			if (collisionPair.m_algorithm != null)
			{
				ManifoldResult contactPointResult = dispatcher.GetNewManifoldResult(colObj0, colObj1);
				if (dispatchInfo.GetDispatchFunc() == DispatchFunc.DISPATCH_DISCRETE)
				{
					//discrete collision detection query
					collisionPair.m_algorithm.ProcessCollision(colObj0, colObj1, dispatchInfo, contactPointResult);
				}
				else
				{
					//continuous collision detection query, time of impact (toi)
					float toi = collisionPair.m_algorithm.CalculateTimeOfImpact(colObj0, colObj1, dispatchInfo, contactPointResult);
					if (dispatchInfo.GetTimeOfImpact() > toi)
					{
						dispatchInfo.SetTimeOfImpact(toi);
					}
				}

				dispatcher.FreeManifoldResult(contactPointResult);
			}
		}
	}
}