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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  godot_ray_world_algorithm.h                                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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							|  |  |  | #ifndef GODOT_RAY_WORLD_ALGORITHM_H
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							|  |  |  | #define GODOT_RAY_WORLD_ALGORITHM_H
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										 |  |  | #include <BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h>
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							|  |  |  | #include <BulletCollision/CollisionDispatch/btCollisionCreateFunc.h>
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							|  |  |  | #include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
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							|  |  |  | /**
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							|  |  |  | 	@author AndreaCatania | 
					
						
							|  |  |  | */ | 
					
						
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							|  |  |  | class btDiscreteDynamicsWorld; | 
					
						
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							|  |  |  | class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm { | 
					
						
							|  |  |  | 	const btDiscreteDynamicsWorld *m_world; | 
					
						
							|  |  |  | 	btPersistentManifold *m_manifoldPtr; | 
					
						
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										 |  |  | 	bool m_ownManifold = false; | 
					
						
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										 |  |  | 	bool m_isSwapped; | 
					
						
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							|  |  |  | public: | 
					
						
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										 |  |  | 	GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped); | 
					
						
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										 |  |  | 	virtual ~GodotRayWorldAlgorithm(); | 
					
						
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							|  |  |  | 	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); | 
					
						
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							|  |  |  | 	virtual void getAllContactManifolds(btManifoldArray &manifoldArray) { | 
					
						
							|  |  |  | 		///should we use m_ownManifold to avoid adding duplicates?
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										 |  |  | 		if (m_manifoldPtr && m_ownManifold) { | 
					
						
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										 |  |  | 			manifoldArray.push_back(m_manifoldPtr); | 
					
						
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										 |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	struct CreateFunc : public btCollisionAlgorithmCreateFunc { | 
					
						
							|  |  |  | 		const btDiscreteDynamicsWorld *m_world; | 
					
						
							|  |  |  | 		CreateFunc(const btDiscreteDynamicsWorld *world); | 
					
						
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							|  |  |  | 		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); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	}; | 
					
						
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							|  |  |  | 	struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc { | 
					
						
							|  |  |  | 		const btDiscreteDynamicsWorld *m_world; | 
					
						
							|  |  |  | 		SwappedCreateFunc(const btDiscreteDynamicsWorld *world); | 
					
						
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							|  |  |  | 		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); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	}; | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // GODOT_RAY_WORLD_ALGORITHM_H
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