/*************************************************************************/ /* btRayShape.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 /** @author AndreaCatania */ /// Ray shape around z axis ATTRIBUTE_ALIGNED16(class) btRayShape : public btConvexInternalShape { btScalar m_length = 0; bool slipsOnSlope = false; /// The default axis is the z btVector3 m_shapeAxis = btVector3(0, 0, 1); 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; } virtual void setMargin(btScalar margin); void setSlipsOnSlope(bool p_slipsOnSlope); bool getSlipsOnSlope() const { return slipsOnSlope; } 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