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

Internal dispatcher interface for the Bullet physics collision system. Declares methods to find or allocate collision algorithms and contact manifolds, query collision necessity and response, iterate dispatching over overlapping pairs, and manage lifetime of algorithms and manifolds.

/*
 * 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 interface IDispatcher
{
	CollisionAlgorithm FindAlgorithm(CollisionObject body0, CollisionObject body1);
	CollisionAlgorithm FindAlgorithm(CollisionObject body0, CollisionObject body1, PersistentManifold sharedManifold);
	PersistentManifold GetNewManifold(CollisionObject body0, CollisionObject body1);
	void ReleaseManifold(PersistentManifold manifold);
	void ClearManifold(PersistentManifold manifold);
	bool NeedsCollision(CollisionObject body0, CollisionObject body1);
	bool NeedsResponse(CollisionObject body0, CollisionObject body1);
	void DispatchAllCollisionPairs(IOverlappingPairCache pairCache, DispatcherInfo dispatchInfo, IDispatcher dispatcher);
	int GetNumManifolds();
	PersistentManifold GetManifoldByIndexInternal(int index);
	PersistentManifoldArray GetInternalManifoldPointer();
	Object AllocateCollisionAlgorithm(int size);
	void FreeCollisionAlgorithm(CollisionAlgorithm collisionAlgorithm);
}