A callback used during broadphase AABB queries that tests a single collision object against a provided CollisionObject. For each candidate proxy it checks collision filtering, finds a CollisionAlgorithm, runs discrete collision detection and reports results via a ContactResultCallback.
/* * 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 SingleContactCallback : IBroadphaseAabbCallback { CollisionObject m_collisionObject; CollisionWorld m_world; ContactResultCallback m_resultCallback; public SingleContactCallback(CollisionObject collisionObject, CollisionWorld world, ContactResultCallback resultCallback) { m_collisionObject = collisionObject; m_world = world; m_resultCallback = resultCallback; } public virtual void Cleanup() { } public virtual bool Process(BroadphaseProxy proxy) { if (proxy.m_clientObject == m_collisionObject) { return true; } CollisionObject collisionObject = proxy.m_clientObject as CollisionObject; //only perform raycast if filterMask matches if (m_resultCallback.NeedsCollision(collisionObject.GetBroadphaseHandle())) { CollisionAlgorithm algorithm = m_world.GetDispatcher().FindAlgorithm(m_collisionObject, collisionObject); if (algorithm != null) { BridgedManifoldResult contactPointResult = new BridgedManifoldResult(m_collisionObject, collisionObject, m_resultCallback); //discrete collision detection query algorithm.ProcessCollision(m_collisionObject, collisionObject, m_world.GetDispatchInfo(), contactPointResult); m_world.GetDispatcher().FreeCollisionAlgorithm(algorithm); } } return true; } }