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								/*  godot_ray_world_algorithm.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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											2021-01-01 20:13:46 +01:00
										 
									 
								 
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								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2021 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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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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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_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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								*/
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								class btDiscreteDynamicsWorld;
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								class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
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									const btDiscreteDynamicsWorld *m_world;
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									btPersistentManifold *m_manifoldPtr;
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									bool m_ownManifold;
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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);
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									virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
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									virtual void getAllContactManifolds(btManifoldArray &manifoldArray) {
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										///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 {
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										const btDiscreteDynamicsWorld *m_world;
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										CreateFunc(const btDiscreteDynamicsWorld *world);
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										virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
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											void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
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											return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, false);
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										}
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									};
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									struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc {
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										const btDiscreteDynamicsWorld *m_world;
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										SwappedCreateFunc(const btDiscreteDynamicsWorld *world);
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										virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
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											void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
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											return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, true);
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										}
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									};
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								};
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								#endif // GODOT_RAY_WORLD_ALGORITHM_H
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