Abstract callback type used by the Bullet physics raycasting code. It stores hit state and collision filter settings, exposes NeedsCollision to test broadphase proxies, and defines an abstract AddSingleResult for subclasses to implement handling of a ray hit.
/* * 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 abstract class RayResultCallback { public bool HasHit() { return (m_collisionObject != null); } public RayResultCallback() { m_closestHitFraction = 1f; m_collisionObject = null; m_collisionFilterGroup = CollisionFilterGroups.DefaultFilter; m_collisionFilterMask = CollisionFilterGroups.AllFilter; //@BP Mod m_flags = 0; } public virtual bool NeedsCollision(BroadphaseProxy proxy0) { bool collides = (proxy0.m_collisionFilterGroup & m_collisionFilterMask) != 0; collides = collides && ((m_collisionFilterGroup & proxy0.m_collisionFilterMask) != 0); return collides; } public abstract float AddSingleResult(ref LocalRayResult rayResult, bool normalInWorldSpace); public virtual void Cleanup() { } public float m_closestHitFraction; public CollisionObject m_collisionObject; public CollisionFilterGroups m_collisionFilterGroup; public CollisionFilterGroups m_collisionFilterMask; //@BP Mod - Custom flags, currently used to enable backface culling on tri-meshes, see btRaycastCallback public EFlags m_flags; }