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).
/* * 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 ! }