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	 e4213e66b2
			
		
	
	
		e4213e66b2
		
	
	
	
	
		
			
			Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
		
			
				
	
	
		
			58 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			58 lines
		
	
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  godot_collision_dispatcher.cpp                                       */
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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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| /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2018 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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| 
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| #include "godot_collision_dispatcher.h"
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| 
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| #include "collision_object_bullet.h"
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| 
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| /**
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| 	@author AndreaCatania
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| */
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| 
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| const int GodotCollisionDispatcher::CASTED_TYPE_AREA = static_cast<int>(CollisionObjectBullet::TYPE_AREA);
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| 
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| GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *collisionConfiguration) :
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| 		btCollisionDispatcher(collisionConfiguration) {}
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| 
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| bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, const btCollisionObject *body1) {
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| 	if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
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| 		// Avoide area narrow phase
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| 		return false;
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| 	}
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| 	return btCollisionDispatcher::needsCollision(body0, body1);
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| }
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| 
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| bool GodotCollisionDispatcher::needsResponse(const btCollisionObject *body0, const btCollisionObject *body1) {
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| 	if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
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| 		// Avoide area narrow phase
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| 		return false;
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| 	}
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| 	return btCollisionDispatcher::needsResponse(body0, body1);
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| }
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