Code/HumanoidRetargeter/Core/Formats/Mmd/Bullet/BulletCollision/LocalInfoAdder2.cs

A small helper RayResultCallback used by the Bullet collision system. It wraps another RayResultCallback and injects LocalShapeInfo (setting triangle index and part) into each LocalRayResult before forwarding the call to the wrapped callback, and forwards NeedsCollision checks.

/*
 * 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 class LocalInfoAdder2 : RayResultCallback
{
	public int m_i;
	public RayResultCallback m_userCallback;
	public LocalInfoAdder2(int i, RayResultCallback user)
	{
		m_i = i;
		m_userCallback = user;
		m_closestHitFraction = user.m_closestHitFraction;
	}

	public override float AddSingleResult(ref LocalRayResult r, bool b)
	{
		LocalShapeInfo shapeInfo = new LocalShapeInfo();
		shapeInfo.m_shapePart = -1;
		shapeInfo.m_triangleIndex = m_i;
		r.m_localShapeInfo = shapeInfo;
		//if (r.m_localShapeInfo == null)
		//{
		//    r.m_localShapeInfo = shapeInfo;
		//}
		float result = m_userCallback.AddSingleResult(ref r, b);
		m_closestHitFraction = m_userCallback.m_closestHitFraction;
		return result;
	}

	public override bool NeedsCollision(BroadphaseProxy proxy0)
	{
		return m_userCallback.NeedsCollision(proxy0);
	}

	public virtual void cleanup()
	{
	}
};