A helper callback used during convex sweep tests in the Bullet collision system. It stores the cast shape and transforms, prepares ray direction data, and for each broadphase proxy it queries a single-object convex sweep (CollisionWorld.ObjectQuerySingle) if collision filtering allows.
/* * 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 SingleSweepCallback : BroadphaseRayCallback { IndexedMatrix m_convexFromTrans; IndexedMatrix m_convexToTrans; IndexedVector3 m_hitNormal; CollisionWorld m_world; ConvexResultCallback m_resultCallback; float m_allowedCcdPenetration; ConvexShape m_castShape; public SingleSweepCallback() { } // for pool public SingleSweepCallback(ConvexShape castShape, ref IndexedMatrix convexFromTrans, ref IndexedMatrix convexToTrans, CollisionWorld world, ConvexResultCallback resultCallback, float allowedPenetration) { Initialize(castShape, ref convexFromTrans, ref convexToTrans, world, resultCallback, allowedPenetration); } public void Initialize(ConvexShape castShape, ref IndexedMatrix convexFromTrans, ref IndexedMatrix convexToTrans, CollisionWorld world, ConvexResultCallback resultCallback, float allowedPenetration) { m_convexFromTrans = convexFromTrans; m_convexToTrans = convexToTrans; m_world = world; m_resultCallback = resultCallback; m_allowedCcdPenetration = allowedPenetration; m_castShape = castShape; IndexedVector3 unnormalizedRayDir = (m_convexToTrans._origin - m_convexFromTrans._origin); IndexedVector3 rayDir = unnormalizedRayDir; rayDir.Normalize(); m_rayDirectionInverse.X = MathUtil.CompareFloat(rayDir.X, 0.0f) ? float.MaxValue : 1f / rayDir.X; m_rayDirectionInverse.Y = MathUtil.CompareFloat(rayDir.Y, 0.0f) ? float.MaxValue : 1f / rayDir.Y; m_rayDirectionInverse.Z = MathUtil.CompareFloat(rayDir.Z, 0.0f) ? float.MaxValue : 1f / rayDir.Z; m_signs[0] = m_rayDirectionInverse.X < 0.0; m_signs[1] = m_rayDirectionInverse.Y < 0.0; m_signs[2] = m_rayDirectionInverse.Z < 0.0; m_lambda_max = rayDir.Dot(ref unnormalizedRayDir); } 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(); IndexedMatrix temp = collisionObject.GetWorldTransform(); CollisionWorld.ObjectQuerySingle(m_castShape, ref m_convexFromTrans, ref m_convexToTrans, collisionObject, collisionObject.GetCollisionShape(), ref temp, m_resultCallback, m_allowedCcdPenetration); } return true; } }