A Broadphase ray-callback implementation used by the Bullet physics port. It initializes ray parameters, computes inverse direction and signs, and processes broadphase proxies by invoking CollisionWorld.RayTestSingle on matching CollisionObjects to perform single-object ray tests.
/* * 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 SingleRayCallback : BroadphaseRayCallback, IDisposable { public SingleRayCallback() { } public SingleRayCallback(ref IndexedVector3 rayFromWorld, ref IndexedVector3 rayToWorld, CollisionWorld world, RayResultCallback resultCallback) { Initialize(ref rayFromWorld, ref rayToWorld, world, resultCallback); } public void Initialize(ref IndexedVector3 rayFromWorld, ref IndexedVector3 rayToWorld, CollisionWorld world, RayResultCallback resultCallback) { m_rayFromWorld = rayFromWorld; m_rayToWorld = rayToWorld; m_world = world; m_resultCallback = resultCallback; m_rayFromTrans = IndexedMatrix.CreateTranslation(m_rayFromWorld); m_rayToTrans = IndexedMatrix.CreateTranslation(m_rayToWorld); IndexedVector3 rayDir = (rayToWorld - rayFromWorld); rayDir.Normalize(); m_rayDirectionInverse.X = MathUtil.FuzzyZero(rayDir.X) ? float.MaxValue : 1f / rayDir.X; m_rayDirectionInverse.Y = MathUtil.FuzzyZero(rayDir.Y) ? float.MaxValue : 1f / rayDir.Y; m_rayDirectionInverse.Z = MathUtil.FuzzyZero(rayDir.Z) ? float.MaxValue : 1f / rayDir.Z; m_signs[0] = m_rayDirectionInverse.X < 0.0f; m_signs[1] = m_rayDirectionInverse.Y < 0.0f; m_signs[2] = m_rayDirectionInverse.Z < 0.0f; m_lambda_max = rayDir.Dot(m_rayToWorld - m_rayFromWorld); } public override bool Process(BroadphaseProxy proxy) { if (MathUtil.FuzzyZero(m_resultCallback.m_closestHitFraction)) { return false; } CollisionObject collisionObject = proxy.m_clientObject as CollisionObject; //only perform raycast if filterMask matches if (m_resultCallback.NeedsCollision(collisionObject.GetBroadphaseHandle())) { //RigidcollisionObject* collisionObject = ctrl.GetRigidcollisionObject(); //IndexedVector3 collisionObjectAabbMin,collisionObjectAabbMax; //#if 0 //#ifdef RECALCULATE_AABB // IndexedVector3 collisionObjectAabbMin,collisionObjectAabbMax; // collisionObject.getCollisionShape().getAabb(collisionObject.getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax); //#else //getBroadphase().getAabb(collisionObject.getBroadphaseHandle(),collisionObjectAabbMin,collisionObjectAabbMax); IndexedVector3 collisionObjectAabbMin = collisionObject.GetBroadphaseHandle().m_aabbMin; IndexedVector3 collisionObjectAabbMax = collisionObject.GetBroadphaseHandle().m_aabbMax; //#endif //#endif //float hitLambda = m_resultCallback.m_closestHitFraction; //culling already done by broadphase //if (btRayAabb(m_rayFromWorld,m_rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,m_hitNormal)) { IndexedMatrix trans = collisionObject.GetWorldTransform(); CollisionWorld.RayTestSingle(ref m_rayFromTrans, ref m_rayToTrans, collisionObject, collisionObject.GetCollisionShape(), ref trans, m_resultCallback); } } return true; } public override void Cleanup() { base.Cleanup(); } public void Dispose() { BulletGlobals.SingleRayCallbackPool.Free(this); } public IndexedVector3 m_rayFromWorld; public IndexedVector3 m_rayToWorld; public IndexedMatrix m_rayFromTrans; public IndexedMatrix m_rayToTrans; public IndexedVector3 m_hitNormal; public CollisionWorld m_world; public RayResultCallback m_resultCallback; }