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godot_ray_world_algorithm.h 4.6 KB

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  1. /*************************************************************************/
  2. /* godot_ray_world_algorithm.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GODOT_RAY_WORLD_ALGORITHM_H
  31. #define GODOT_RAY_WORLD_ALGORITHM_H
  32. #include <BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h>
  33. #include <BulletCollision/CollisionDispatch/btCollisionCreateFunc.h>
  34. #include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
  35. class btDiscreteDynamicsWorld;
  36. class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
  37. const btDiscreteDynamicsWorld *m_world;
  38. btPersistentManifold *m_manifoldPtr;
  39. bool m_ownManifold = false;
  40. bool m_isSwapped = false;
  41. public:
  42. GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped);
  43. virtual ~GodotRayWorldAlgorithm();
  44. virtual void processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
  45. virtual btScalar calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut);
  46. virtual void getAllContactManifolds(btManifoldArray &manifoldArray) {
  47. ///should we use m_ownManifold to avoid adding duplicates?
  48. if (m_manifoldPtr && m_ownManifold) {
  49. manifoldArray.push_back(m_manifoldPtr);
  50. }
  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