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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-11-05 09:25:33 +0100
committerGitHub <noreply@github.com>2017-11-05 09:25:33 +0100
commita89fa34c21103430b1d140ee04c3ae6a433d77ce (patch)
tree9ecfb36702c2044937c2063f4ef09da62bd7ca1f /modules/bullet/godot_ray_world_algorithm.h
parentf7a41c1e309226bd0deb6381e71a5ce005cbe4ef (diff)
parentfb4871c919571d719d27738cc4d7db496a575b57 (diff)
Merge pull request #12641 from AndreaCatania/bullet
Bullet physics wrapper
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+/*************************************************************************/
+/* godot_ray_world_algorithm.h */
+/* Author: AndreaCatania */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef GODOT_RAY_WORLD_ALGORITHM_H
+#define GODOT_RAY_WORLD_ALGORITHM_H
+
+#include "BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h"
+#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
+#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
+
+class btDiscreteDynamicsWorld;
+
+class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
+
+ const btDiscreteDynamicsWorld *m_world;
+ btPersistentManifold *m_manifoldPtr;
+ bool m_ownManifold;
+ bool m_isSwapped;
+
+public:
+ GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *m_world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped);
+ virtual ~GodotRayWorldAlgorithm();
+
+ virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
+ virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
+
+ virtual void getAllContactManifolds(btManifoldArray &manifoldArray) {
+ ///should we use m_ownManifold to avoid adding duplicates?
+ if (m_manifoldPtr && m_ownManifold)
+ manifoldArray.push_back(m_manifoldPtr);
+ }
+ struct CreateFunc : public btCollisionAlgorithmCreateFunc {
+
+ const btDiscreteDynamicsWorld *m_world;
+ CreateFunc(const btDiscreteDynamicsWorld *world);
+
+ virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
+ void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
+ return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, false);
+ }
+ };
+
+ struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc {
+
+ const btDiscreteDynamicsWorld *m_world;
+ SwappedCreateFunc(const btDiscreteDynamicsWorld *world);
+
+ virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
+ void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
+ return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, true);
+ }
+ };
+};
+
+#endif // GODOT_RAY_WORLD_ALGORITHM_H