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

A small value type used by the Bullet physics port, representing the result of a local raycast. It stores the hit object, optional shape info, the hit normal in local space, and the hit fraction along the ray.

/*
 * 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 LocalRayResult
{
	public LocalRayResult(CollisionObject collisionObject, ref LocalShapeInfo localShapeInfo, ref IndexedVector3 hitNormalLocal, float hitFraction)
	{
		m_collisionObject = collisionObject;
		m_localShapeInfo = localShapeInfo;
		m_hitNormalLocal = hitNormalLocal;
		m_hitFraction = hitFraction;
	}

	public LocalRayResult(CollisionObject collisionObject, ref IndexedVector3 hitNormalLocal, float hitFraction)
	{
		m_collisionObject = collisionObject;
		m_hitNormalLocal = hitNormalLocal;
		m_hitFraction = hitFraction;
		m_localShapeInfo = new LocalShapeInfo();
	}

	public CollisionObject m_collisionObject;
	public LocalShapeInfo m_localShapeInfo;
	public IndexedVector3 m_hitNormalLocal;
	public float m_hitFraction;
};