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

A small storage result class used by the Bullet collision detector port. It implements IDiscreteCollisionDetectorInterfaceResult and keeps the closest contact found by storing the contact normal, contact point and distance (depth).

Native Interop
/*
 * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath;

namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision;

internal class StorageResult : IDiscreteCollisionDetectorInterfaceResult
{
	public StorageResult()
	{
		m_distance = float.MaxValue;
	}

	public virtual void AddContactPoint(IndexedVector3 normalOnBInWorld, IndexedVector3 pointInWorld, float depth)
	{
		AddContactPoint(ref normalOnBInWorld, ref pointInWorld, depth);
	}

	public virtual void AddContactPoint(ref IndexedVector3 normalOnBInWorld, ref IndexedVector3 pointInWorld, float depth)
	{
		if (depth < m_distance)
		{
			m_normalOnSurfaceB = normalOnBInWorld;
			m_closestPointInB = pointInWorld;
			m_distance = depth;
		}
	}

	public virtual void SetShapeIdentifiersA(int partId0, int index0)
	{
	}

	public virtual void SetShapeIdentifiersB(int partId1, int index1)
	{
	}

	IndexedVector3 m_normalOnSurfaceB;
	IndexedVector3 m_closestPointInB;
	float m_distance = MathUtil.BT_LARGE_FLOAT; //negative means penetration !
}