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

DispatcherInfo class from a Bullet physics port. It stores collision dispatch configuration and parameters like timestep, step count, dispatch mode, time of impact, continuous collision flags, debug draw, and CCD thresholds, with simple getters and setters.

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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

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

internal class DispatcherInfo
{
	public DispatcherInfo()
	{
		m_timeStep = 0f;
		m_stepCount = 0;
		m_dispatchFunc = DispatchFunc.DISPATCH_DISCRETE;
		m_timeOfImpact = 1f;
		m_useContinuous = true;
		m_debugDraw = null;
		m_enableSatConvex = false;
		m_enableSPU = true;
		m_useEpa = true;
		m_allowedCcdPenetration = 0.04f;
		m_useConvexConservativeDistanceUtil = false;
		m_convexConservativeDistanceThreshold = 0f;
	}

	public DispatchFunc GetDispatchFunc()
	{
		return m_dispatchFunc;
	}

	public void SetDispatchFunc(DispatchFunc func)
	{
		m_dispatchFunc = func;
	}

	public float GetTimeOfImpact()
	{
		return m_timeOfImpact;
	}

	public void SetTimeOfImpact(float toi)
	{
		m_timeOfImpact = toi;
	}

	public float GetTimeStep()
	{
		return m_timeStep;
	}

	public void SetTimeStep(float value)
	{
		m_timeStep = value;
	}

	public int GetStepCount()
	{
		return m_stepCount;
	}

	public void SetStepCount(int count)
	{
		m_stepCount = count;
	}

	public IDebugDraw getDebugDraw()
	{
		return m_debugDraw;
	}

	public void SetDebugDraw(IDebugDraw debugDraw)
	{
		m_debugDraw = debugDraw;
	}

	public float GetAllowedCcdPenetration()
	{
		return m_allowedCcdPenetration;
	}

	public void SetAllowedCcdPenetration(float ccd)
	{
		m_allowedCcdPenetration = ccd;
	}

	public float GetConvexConservativeDistanceThreshold()
	{
		return m_convexConservativeDistanceThreshold;
	}

	float m_timeStep;
	int m_stepCount;
	DispatchFunc m_dispatchFunc;
	float m_timeOfImpact;
	public bool m_useContinuous;
	public IDebugDraw m_debugDraw;
	public bool m_enableSatConvex;
	bool m_enableSPU;
	bool m_useEpa;
	float m_allowedCcdPenetration;
	bool m_useConvexConservativeDistanceUtil;
	float m_convexConservativeDistanceThreshold;
}