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								/*************************************************************************/
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								/*  btRayShape.h                                                         */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2022-01-13 09:45:09 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								/// IMPORTANT The class name and filename was created by following Bullet writing rules for an easy (eventually) porting to bullet
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								/// This shape is a custom shape that is not present to Bullet physics engine
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								#ifndef BTRAYSHAPE_H
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								#define BTRAYSHAPE_H
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								#include <BulletCollision/CollisionShapes/btConvexInternalShape.h>
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								/**
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									@author AndreaCatania
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								*/
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								/// Ray shape around z axis
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								ATTRIBUTE_ALIGNED16(class)
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								btRayShape : public btConvexInternalShape {
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									btScalar m_length;
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									bool slipsOnSlope;
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									/// The default axis is the z
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									btVector3 m_shapeAxis;
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									btTransform m_cacheSupportPoint;
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									btScalar m_cacheScaledLength;
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								public:
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									BT_DECLARE_ALIGNED_ALLOCATOR();
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									btRayShape(btScalar length);
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									virtual ~btRayShape();
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									void setLength(btScalar p_length);
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									btScalar getLength() const { return m_length; }
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									virtual void setMargin(btScalar margin);
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									void setSlipsOnSlope(bool p_slipsOnSlope);
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									bool getSlipsOnSlope() const { return slipsOnSlope; }
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									const btTransform &getSupportPoint() const { return m_cacheSupportPoint; }
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									const btScalar &getScaledLength() const { return m_cacheScaledLength; }
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									virtual btVector3 localGetSupportingVertex(const btVector3 &vec) const;
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								#ifndef __SPU__
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									virtual btVector3 localGetSupportingVertexWithoutMargin(const btVector3 &vec) const;
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								#endif //#ifndef __SPU__
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									virtual void batchedUnitVectorGetSupportingVertexWithoutMargin(const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const;
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									///getAabb returns the axis aligned bounding box in the coordinate frame of the given transform t.
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									virtual void getAabb(const btTransform &t, btVector3 &aabbMin, btVector3 &aabbMax) const;
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								#ifndef __SPU__
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									virtual void calculateLocalInertia(btScalar mass, btVector3 & inertia) const;
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									virtual const char *getName() const {
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										return "RayZ";
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									}
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								#endif //__SPU__
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									virtual int getNumPreferredPenetrationDirections() const;
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									virtual void getPreferredPenetrationDirection(int index, btVector3 &penetrationVector) const;
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								private:
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									void reload_cache();
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								};
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								#endif // BTRAYSHAPE_H
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