mirror of
https://github.com/Relintai/pandemonium_engine.git
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85 lines
4.6 KiB
C++
85 lines
4.6 KiB
C++
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/*************************************************************************/
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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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#ifndef GODOT_RAY_WORLD_ALGORITHM_H
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#define GODOT_RAY_WORLD_ALGORITHM_H
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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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@author AndreaCatania
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*/
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class btDiscreteDynamicsWorld;
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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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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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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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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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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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struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc {
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const btDiscreteDynamicsWorld *m_world;
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SwappedCreateFunc(const btDiscreteDynamicsWorld *world);
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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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#endif // GODOT_RAY_WORLD_ALGORITHM_H
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