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diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp
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+/*************************************************************************/
+/* godot_ray_world_algorithm.cpp */
+/* 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. */
+/*************************************************************************/
+
+#include "godot_ray_world_algorithm.h"
+#include "BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h"
+#include "btRayShape.h"
+#include "collision_object_bullet.h"
+
+GodotRayWorldAlgorithm::CreateFunc::CreateFunc(const btDiscreteDynamicsWorld *world)
+ : m_world(world) {}
+
+GodotRayWorldAlgorithm::SwappedCreateFunc::SwappedCreateFunc(const btDiscreteDynamicsWorld *world)
+ : m_world(world) {}
+
+GodotRayWorldAlgorithm::GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped)
+ : btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap),
+ m_manifoldPtr(mf),
+ m_ownManifold(false),
+ m_world(world),
+ m_isSwapped(isSwapped) {}
+
+GodotRayWorldAlgorithm::~GodotRayWorldAlgorithm() {
+ if (m_ownManifold && m_manifoldPtr) {
+ m_dispatcher->releaseManifold(m_manifoldPtr);
+ }
+}
+
+void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
+
+ if (!m_manifoldPtr) {
+ if (m_isSwapped) {
+ m_manifoldPtr = m_dispatcher->getNewManifold(body1Wrap->getCollisionObject(), body0Wrap->getCollisionObject());
+ } else {
+ m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(), body1Wrap->getCollisionObject());
+ }
+ m_ownManifold = true;
+ }
+ m_manifoldPtr->clearManifold();
+ resultOut->setPersistentManifold(m_manifoldPtr);
+
+ const btRayShape *ray_shape;
+ btTransform ray_transform;
+
+ const btCollisionObjectWrapper *other_co_wrapper;
+
+ if (m_isSwapped) {
+
+ ray_shape = static_cast<const btRayShape *>(body1Wrap->getCollisionShape());
+ ray_transform = body1Wrap->getWorldTransform();
+
+ other_co_wrapper = body0Wrap;
+ } else {
+
+ ray_shape = static_cast<const btRayShape *>(body0Wrap->getCollisionShape());
+ ray_transform = body0Wrap->getWorldTransform();
+
+ other_co_wrapper = body1Wrap;
+ }
+
+ btTransform to(ray_transform * ray_shape->getSupportPoint());
+
+ btCollisionWorld::ClosestRayResultCallback btResult(ray_transform.getOrigin(), to.getOrigin());
+
+ m_world->rayTestSingleInternal(ray_transform, to, other_co_wrapper, btResult);
+
+ if (btResult.hasHit()) {
+ btVector3 ray_normal(to.getOrigin() - ray_transform.getOrigin());
+ ray_normal.normalize();
+ ray_normal *= -1;
+ resultOut->addContactPoint(ray_normal, btResult.m_hitPointWorld, ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
+ }
+}
+
+btScalar GodotRayWorldAlgorithm::calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
+ return 1;
+}