A small struct used by the Bullet physics port to represent the result of a local convex collision query. It stores the hit CollisionObject, optional LocalShapeInfo, the local hit normal and point, and the hit fraction along the sweep.
/* * 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 struct LocalConvexResult { public LocalConvexResult(CollisionObject hitCollisionObject, ref LocalShapeInfo localShapeInfo, ref IndexedVector3 hitNormalLocal, ref IndexedVector3 hitPointLocal, float hitFraction) { m_hitCollisionObject = hitCollisionObject; m_localShapeInfo = localShapeInfo; m_hitNormalLocal = hitNormalLocal; m_hitPointLocal = hitPointLocal; m_hitFraction = hitFraction; } public LocalConvexResult(CollisionObject hitCollisionObject, ref IndexedVector3 hitNormalLocal, ref IndexedVector3 hitPointLocal, float hitFraction) { m_hitCollisionObject = hitCollisionObject; m_hitNormalLocal = hitNormalLocal; m_hitPointLocal = hitPointLocal; m_hitFraction = hitFraction; m_localShapeInfo = new LocalShapeInfo(); } public CollisionObject m_hitCollisionObject; public LocalShapeInfo m_localShapeInfo; public IndexedVector3 m_hitNormalLocal; public IndexedVector3 m_hitPointLocal; public float m_hitFraction; };