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								/*  godot_motion_state.h                                                 */
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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											2018-01-05 00:50:27 +01:00
										 
									 
								 
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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											2020-01-01 11:16:22 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2020 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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								#ifndef GODOT_MOTION_STATE_H
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								#define GODOT_MOTION_STATE_H
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								#include "rigid_body_bullet.h"
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								#include <LinearMath/btMotionState.h>
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								/**
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									@author AndreaCatania
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								*/
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								class RigidBodyBullet;
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								// This class is responsible to move kinematic actor
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								// and sincronize rendering engine with Bullet
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								/// DOC:
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								/// http://www.bulletphysics.org/mediawiki-1.5.8/index.php/MotionStates#What.27s_a_MotionState.3F
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								class GodotMotionState : public btMotionState {
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									/// This data is used to store the new world position for kinematic body
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									btTransform bodyKinematicWorldTransf;
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									/// This data is used to store last world position
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									btTransform bodyCurrentWorldTransform;
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									RigidBodyBullet *owner;
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								public:
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									GodotMotionState(RigidBodyBullet *p_owner) :
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											bodyKinematicWorldTransf(btMatrix3x3(1., 0., 0., 0., 1., 0., 0., 0., 1.), btVector3(0., 0., 0.)),
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											bodyCurrentWorldTransform(btMatrix3x3(1., 0., 0., 0., 1., 0., 0., 0., 1.), btVector3(0., 0., 0.)),
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											owner(p_owner) {}
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									/// IMPORTANT DON'T USE THIS FUNCTION TO KNOW THE CURRENT BODY TRANSFORM
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									/// This class is used internally by Bullet
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									/// Use GodotMotionState::getCurrentWorldTransform to know current position
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									///
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									/// This function is used by Bullet to get the position of object in the world
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									/// if the body is kinematic Bullet will move the object to this location
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									/// if the body is static Bullet doesn't move at all
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									virtual void getWorldTransform(btTransform &worldTrans) const {
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										worldTrans = bodyKinematicWorldTransf;
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									}
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									/// IMPORTANT: to move the body use: moveBody
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									/// IMPORTANT: DON'T CALL THIS FUNCTION, IT IS CALLED BY BULLET TO UPDATE RENDERING ENGINE
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									///
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									/// This function is called each time by Bullet and set the current position of body
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									/// inside the physics world.
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									/// Don't allow Godot rendering scene takes world transform from this object because
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									/// the correct transform is set by Bullet only after the last step when there are sub steps
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									/// This function must update Godot transform rendering scene for this object.
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									virtual void setWorldTransform(const btTransform &worldTrans) {
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										bodyCurrentWorldTransform = worldTrans;
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										owner->notify_transform_changed();
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									}
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								public:
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									/// Use this function to move kinematic body
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									/// -- or set initial transform before body creation.
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									void moveBody(const btTransform &newWorldTransform) {
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										bodyKinematicWorldTransf = newWorldTransform;
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									}
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									/// It returns the current body transform from last Bullet update
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									const btTransform &getCurrentWorldTransform() const {
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										return bodyCurrentWorldTransform;
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									}
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								};
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								#endif
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