A collision callback used by the physics system to find the closest convex hit excluding a specified collision object. It filters out hits against the "self" object, ignores objects without contact response, checks relative motion against the hit normal using an allowed penetration threshold, and uses a dispatcher to decide collision responses. It also supports pooling via Initialize/Dispose.
/* * 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; using System.Collections.Generic; using System.Diagnostics; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletCollision; using HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; internal class ClosestNotMeConvexResultCallback : ClosestConvexResultCallback, IDisposable { public CollisionObject m_me; public float m_allowedPenetration; public IOverlappingPairCache m_pairCache; public IDispatcher m_dispatcher; public ClosestNotMeConvexResultCallback() { } // for pool public ClosestNotMeConvexResultCallback(CollisionObject me, IndexedVector3 fromA, IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher) : this(me, ref fromA, ref toA, pairCache, dispatcher) { } public virtual void Initialize(CollisionObject me, ref IndexedVector3 fromA, ref IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher) { base.Initialize(ref fromA, ref toA); m_allowedPenetration = 0.0f; m_me = me; m_pairCache = pairCache; m_dispatcher = dispatcher; } public virtual void Initialize(CollisionObject me, IndexedVector3 fromA, IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher) { base.Initialize(ref fromA, ref toA); m_allowedPenetration = 0.0f; m_me = me; m_pairCache = pairCache; m_dispatcher = dispatcher; } public ClosestNotMeConvexResultCallback(CollisionObject me, ref IndexedVector3 fromA, ref IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher) : base(ref fromA, ref toA) { m_allowedPenetration = 0.0f; m_me = me; m_pairCache = pairCache; m_dispatcher = dispatcher; } public override float AddSingleResult(ref LocalConvexResult convexResult, bool normalInWorldSpace) { if (convexResult.m_hitCollisionObject == m_me) return 1.0f; //ignore result if there is no contact response if (!convexResult.m_hitCollisionObject.HasContactResponse()) return 1.0f; IndexedVector3 linVelA, linVelB; linVelA = m_convexToWorld - m_convexFromWorld; linVelB = IndexedVector3.Zero; //toB._origin-fromB._origin; IndexedVector3 relativeVelocity = (linVelA - linVelB); //don't report time of impact for motion away from the contact normal (or causes minor penetration) if (IndexedVector3.Dot(convexResult.m_hitNormalLocal, relativeVelocity) >= -m_allowedPenetration) return 1f; return base.AddSingleResult(ref convexResult, normalInWorldSpace); } public override bool NeedsCollision(BroadphaseProxy proxy0) { //don't collide with itself if (proxy0.m_clientObject == m_me) return false; if (!base.NeedsCollision(proxy0)) return false; CollisionObject otherObj = proxy0.m_clientObject as CollisionObject; //call needsResponse, see http://code.google.com/p/bullet/issues/detail?id=179 if (m_dispatcher.NeedsResponse(m_me, otherObj)) { return true; } return false; } public void Dispose() { BulletGlobals.ClosestNotMeConvexResultCallbackPool.Free(this); } }