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/*************************************************************************/
/* godot_ray_world_algorithm.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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>
/**
@author AndreaCatania
*/
class btDiscreteDynamicsWorld;
class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
const btDiscreteDynamicsWorld *m_world;
btPersistentManifold *m_manifoldPtr;
bool m_ownManifold = false;
bool m_isSwapped;
public:
GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *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
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