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			116 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			116 lines
		
	
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  godot_ray_world_algorithm.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) 2007-2022 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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| 
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| #include "godot_ray_world_algorithm.h"
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| 
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| #include "btRayShape.h"
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| #include "collision_object_bullet.h"
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| 
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| #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.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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| // Epsilon to account for floating point inaccuracies
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| #define RAY_PENETRATION_DEPTH_EPSILON 0.01
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| 
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| GodotRayWorldAlgorithm::CreateFunc::CreateFunc(const btDiscreteDynamicsWorld *world) :
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| 		m_world(world) {}
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| 
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| GodotRayWorldAlgorithm::SwappedCreateFunc::SwappedCreateFunc(const btDiscreteDynamicsWorld *world) :
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| 		m_world(world) {}
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| 
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| GodotRayWorldAlgorithm::GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped) :
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| 		btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap),
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| 		m_world(world),
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| 		m_manifoldPtr(mf),
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| 		m_ownManifold(false),
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| 		m_isSwapped(isSwapped) {}
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| 
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| GodotRayWorldAlgorithm::~GodotRayWorldAlgorithm() {
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| 	if (m_ownManifold && m_manifoldPtr) {
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| 		m_dispatcher->releaseManifold(m_manifoldPtr);
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| 	}
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| }
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| 
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| void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
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| 	if (!m_manifoldPtr) {
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| 		if (m_isSwapped) {
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| 			m_manifoldPtr = m_dispatcher->getNewManifold(body1Wrap->getCollisionObject(), body0Wrap->getCollisionObject());
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| 		} else {
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| 			m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(), body1Wrap->getCollisionObject());
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| 		}
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| 		m_ownManifold = true;
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| 	}
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| 	m_manifoldPtr->clearManifold();
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| 	resultOut->setPersistentManifold(m_manifoldPtr);
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| 
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| 	const btRayShape *ray_shape;
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| 	btTransform ray_transform;
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| 
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| 	const btCollisionObjectWrapper *other_co_wrapper;
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| 
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| 	if (m_isSwapped) {
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| 		ray_shape = static_cast<const btRayShape *>(body1Wrap->getCollisionShape());
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| 		ray_transform = body1Wrap->getWorldTransform();
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| 
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| 		other_co_wrapper = body0Wrap;
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| 	} else {
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| 		ray_shape = static_cast<const btRayShape *>(body0Wrap->getCollisionShape());
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| 		ray_transform = body0Wrap->getWorldTransform();
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| 
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| 		other_co_wrapper = body1Wrap;
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| 	}
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| 
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| 	btTransform to(ray_transform * ray_shape->getSupportPoint());
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| 
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| 	btCollisionWorld::ClosestRayResultCallback btResult(ray_transform.getOrigin(), to.getOrigin());
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| 
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| 	m_world->rayTestSingleInternal(ray_transform, to, other_co_wrapper, btResult);
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| 
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| 	if (btResult.hasHit()) {
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| 		btScalar depth(ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
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| 
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| 		if (depth > -RAY_PENETRATION_DEPTH_EPSILON) {
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| 			depth = 0.0;
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| 		}
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| 
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| 		if (ray_shape->getSlipsOnSlope()) {
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| 			resultOut->addContactPoint(btResult.m_hitNormalWorld, btResult.m_hitPointWorld, depth);
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| 		} else {
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| 			resultOut->addContactPoint((ray_transform.getOrigin() - to.getOrigin()).normalize(), btResult.m_hitPointWorld, depth);
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| 		}
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| 	}
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| }
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| 
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| btScalar GodotRayWorldAlgorithm::calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
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| 	return 1;
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| }
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