godot_ray_world_algorithm.h 4.7 KB

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  1. /*************************************************************************/
  2. /* godot_ray_world_algorithm.h */
  3. /* Author: AndreaCatania */
  4. /*************************************************************************/
  5. /* This file is part of: */
  6. /* GODOT ENGINE */
  7. /* http://www.godotengine.org */
  8. /*************************************************************************/
  9. /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
  10. /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
  11. /* */
  12. /* Permission is hereby granted, free of charge, to any person obtaining */
  13. /* a copy of this software and associated documentation files (the */
  14. /* "Software"), to deal in the Software without restriction, including */
  15. /* without limitation the rights to use, copy, modify, merge, publish, */
  16. /* distribute, sublicense, and/or sell copies of the Software, and to */
  17. /* permit persons to whom the Software is furnished to do so, subject to */
  18. /* the following conditions: */
  19. /* */
  20. /* The above copyright notice and this permission notice shall be */
  21. /* included in all copies or substantial portions of the Software. */
  22. /* */
  23. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  24. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  25. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  26. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  27. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  28. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  29. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  30. /*************************************************************************/
  31. #ifndef GODOT_RAY_WORLD_ALGORITHM_H
  32. #define GODOT_RAY_WORLD_ALGORITHM_H
  33. #include "BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h"
  34. #include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h"
  35. #include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h"
  36. class btDiscreteDynamicsWorld;
  37. class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
  38. const btDiscreteDynamicsWorld *m_world;
  39. btPersistentManifold *m_manifoldPtr;
  40. bool m_ownManifold;
  41. bool m_isSwapped;
  42. public:
  43. GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *m_world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped);
  44. virtual ~GodotRayWorldAlgorithm();
  45. virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
  46. virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
  47. virtual void getAllContactManifolds(btManifoldArray &manifoldArray) {
  48. ///should we use m_ownManifold to avoid adding duplicates?
  49. if (m_manifoldPtr && m_ownManifold)
  50. manifoldArray.push_back(m_manifoldPtr);
  51. }
  52. struct CreateFunc : public btCollisionAlgorithmCreateFunc {
  53. const btDiscreteDynamicsWorld *m_world;
  54. CreateFunc(const btDiscreteDynamicsWorld *world);
  55. virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
  56. void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
  57. return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, false);
  58. }
  59. };
  60. struct SwappedCreateFunc : public btCollisionAlgorithmCreateFunc {
  61. const btDiscreteDynamicsWorld *m_world;
  62. SwappedCreateFunc(const btDiscreteDynamicsWorld *world);
  63. virtual btCollisionAlgorithm *CreateCollisionAlgorithm(btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap) {
  64. void *mem = ci.m_dispatcher1->allocateCollisionAlgorithm(sizeof(GodotRayWorldAlgorithm));
  65. return new (mem) GodotRayWorldAlgorithm(m_world, ci.m_manifold, ci, body0Wrap, body1Wrap, true);
  66. }
  67. };
  68. };
  69. #endif // GODOT_RAY_WORLD_ALGORITHM_H