12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394 |
- /**************************************************************************/
- /* godot_ray_world_algorithm.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef GODOT_RAY_WORLD_ALGORITHM_H
- #define GODOT_RAY_WORLD_ALGORITHM_H
- #if defined(__clang__) && (__clang_major__ >= 13)
- #pragma clang diagnostic push
- #pragma clang diagnostic ignored "-Wdeprecated-copy-with-user-provided-copy"
- #endif
- #include <BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h>
- #include <BulletCollision/CollisionDispatch/btCollisionCreateFunc.h>
- #include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
- #if defined(__clang__) && (__clang_major__ >= 13)
- #pragma clang diagnostic pop
- #endif
- /**
- @author AndreaCatania
- */
- class btDiscreteDynamicsWorld;
- class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
- const btDiscreteDynamicsWorld *m_world;
- btPersistentManifold *m_manifoldPtr;
- bool m_ownManifold;
- bool m_isSwapped;
- public:
- GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped);
- virtual ~GodotRayWorldAlgorithm();
- virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
- virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
- virtual void getAllContactManifolds(btManifoldArray &manifoldArray) {
- ///should we use m_ownManifold to avoid adding duplicates?
- if (m_manifoldPtr && m_ownManifold) {
- manifoldArray.push_back(m_manifoldPtr);
- }
- }
- struct CreateFunc : public btCollisionAlgorithmCreateFunc {
- const btDiscreteDynamicsWorld *m_world;
- CreateFunc(const btDiscreteDynamicsWorld *world);
- virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
- void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
- return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, false);
- }
- };
- struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc {
- const btDiscreteDynamicsWorld *m_world;
- SwappedCreateFunc(const btDiscreteDynamicsWorld *world);
- virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
- void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
- return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, true);
- }
- };
- };
- #endif // GODOT_RAY_WORLD_ALGORITHM_H
|