Struct used by the physics wheel raycaster to store raycast results and wheel state. It holds contact normal and point, suspension lengths, hardpoint, wheel direction and axle (with backup copies), a contact flag, and a reference to the ground object.
/* * 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 HumanoidRetargeter.Core.Formats.Mmd.Bullet.LinearMath; namespace HumanoidRetargeter.Core.Formats.Mmd.Bullet.BulletDynamics; internal struct WheelRaycastInfo { //set by raycaster public IndexedVector3 m_contactNormalWS; //contactnormal public IndexedVector3 m_contactPointWS; //raycast hitpoint public float m_suspensionLength; public float m_suspensionLengthBak; public IndexedVector3 m_hardPointWS; //raycast starting point public IndexedVector3 m_hardPointWSBak; //raycast starting point public IndexedVector3 m_wheelDirectionWS; //direction in worldspace public IndexedVector3 m_wheelDirectionWSBak; //direction in worldspace public IndexedVector3 m_wheelAxleWS; // axle in worldspace public IndexedVector3 m_wheelAxleWSBak; // axle in worldspace public bool m_isInContact; public Object m_groundObject; //could be general void* ptr }