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			84 lines
		
	
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			84 lines
		
	
	
	
		
			4.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  godot_ray_world_algorithm.h                                          */
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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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| #ifndef GODOT_RAY_WORLD_ALGORITHM_H
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| #define GODOT_RAY_WORLD_ALGORITHM_H
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| 
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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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| /**
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| 	@author AndreaCatania
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| */
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| 
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| class btDiscreteDynamicsWorld;
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| 
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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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| 
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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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| 
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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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| 
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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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| 	}
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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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| 
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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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| 
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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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| 
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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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| 
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| #endif // GODOT_RAY_WORLD_ALGORITHM_H
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