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+/*************************************************************************/
+/* btRayShape.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. */
+/*************************************************************************/
+
+/// IMPORTANT The class name and filename was created by following Bullet writing rules for an easy (eventually ) porting to bullet
+/// This shape is a custom shape that is not present to Bullet physics engine
+#ifndef BTRAYSHAPE_H
+#define BTRAYSHAPE_H
+
+#include "BulletCollision/CollisionShapes/btConvexInternalShape.h"
+
+/// Ray shape around z axis
+ATTRIBUTE_ALIGNED16(class)
+btRayShape : public btConvexInternalShape {
+
+ btScalar m_length;
+ /// The default axis is the z
+ btVector3 m_shapeAxis;
+
+ btTransform m_cacheSupportPoint;
+ btScalar m_cacheScaledLength;
+
+public:
+ BT_DECLARE_ALIGNED_ALLOCATOR();
+
+ btRayShape(btScalar length);
+ virtual ~btRayShape();
+
+ void setLength(btScalar p_length);
+ btScalar getLength() const { return m_length; }
+
+ const btTransform &getSupportPoint() const { return m_cacheSupportPoint; }
+ const btScalar &getScaledLength() const { return m_cacheScaledLength; }
+
+ virtual btVector3 localGetSupportingVertex(const btVector3 &vec) const;
+#ifndef __SPU__
+ virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3 &vec) const;
+#endif //#ifndef __SPU__
+
+ virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const;
+
+ ///getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
+ virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const;
+
+#ifndef __SPU__
+ virtual void calculateLocalInertia(btScalar mass, btVector3 & inertia) const;
+
+ virtual const char *getName() const {
+ return "RayZ";
+ }
+#endif //__SPU__
+
+ virtual int getNumPreferredPenetrationDirections() const;
+ virtual void getPreferredPenetrationDirection(int index, btVector3 &penetrationVector) const;
+
+private:
+ void reload_cache();
+};
+
+#endif // BTRAYSHAPE_H