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- /**************************************************************************/
- /* godot_ray_world_algorithm.cpp */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #include "godot_ray_world_algorithm.h"
- #include "btRayShape.h"
- #include "collision_object_bullet.h"
- #include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
- /**
- @author AndreaCatania
- */
- // Epsilon to account for floating point inaccuracies
- #define RAY_PENETRATION_DEPTH_EPSILON 0.01
- GodotRayWorldAlgorithm::CreateFunc::CreateFunc(const btDiscreteDynamicsWorld *world) :
- m_world(world) {}
- GodotRayWorldAlgorithm::SwappedCreateFunc::SwappedCreateFunc(const btDiscreteDynamicsWorld *world) :
- m_world(world) {}
- GodotRayWorldAlgorithm::GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped) :
- btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap),
- m_world(world),
- m_manifoldPtr(mf),
- m_ownManifold(false),
- m_isSwapped(isSwapped) {}
- GodotRayWorldAlgorithm::~GodotRayWorldAlgorithm() {
- if (m_ownManifold && m_manifoldPtr) {
- m_dispatcher->releaseManifold(m_manifoldPtr);
- }
- }
- void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
- if (!m_manifoldPtr) {
- if (m_isSwapped) {
- m_manifoldPtr = m_dispatcher->getNewManifold(body1Wrap->getCollisionObject(), body0Wrap->getCollisionObject());
- } else {
- m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(), body1Wrap->getCollisionObject());
- }
- m_ownManifold = true;
- }
- m_manifoldPtr->clearManifold();
- resultOut->setPersistentManifold(m_manifoldPtr);
- const btRayShape *ray_shape;
- btTransform ray_transform;
- const btCollisionObjectWrapper *other_co_wrapper;
- if (m_isSwapped) {
- ray_shape = static_cast<const btRayShape *>(body1Wrap->getCollisionShape());
- ray_transform = body1Wrap->getWorldTransform();
- other_co_wrapper = body0Wrap;
- } else {
- ray_shape = static_cast<const btRayShape *>(body0Wrap->getCollisionShape());
- ray_transform = body0Wrap->getWorldTransform();
- other_co_wrapper = body1Wrap;
- }
- btTransform to(ray_transform * ray_shape->getSupportPoint());
- btCollisionWorld::ClosestRayResultCallback btResult(ray_transform.getOrigin(), to.getOrigin());
- m_world->rayTestSingleInternal(ray_transform, to, other_co_wrapper, btResult);
- if (btResult.hasHit()) {
- btScalar depth(ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
- if (depth > -RAY_PENETRATION_DEPTH_EPSILON) {
- depth = 0.0;
- }
- if (ray_shape->getSlipsOnSlope()) {
- resultOut->addContactPoint(btResult.m_hitNormalWorld, btResult.m_hitPointWorld, depth);
- } else {
- resultOut->addContactPoint((ray_transform.getOrigin() - to.getOrigin()).normalize(), btResult.m_hitPointWorld, depth);
- }
- }
- }
- btScalar GodotRayWorldAlgorithm::calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
- return 1;
- }
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