Code/HumanoidRetargeter/Core/Formats/Mmd/Bullet/BulletDynamics/WheelRaycastInfo.cs

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.

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 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
}