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| author | AndreaCatania | 2017-11-04 20:52:59 +0100 |
|---|---|---|
| committer | AndreaCatania | 2017-11-04 20:52:59 +0100 |
| commit | fb4871c919571d719d27738cc4d7db496a575b57 (patch) | |
| tree | a92936591e93d6904dd5bd9b3dab9cd868e0480d /modules/bullet/godot_ray_world_algorithm.h | |
| parent | ed047261f06f814eeb88a1f6ee2dd8abd7a14034 (diff) | |
| download | godot-fb4871c919571d719d27738cc4d7db496a575b57.tar.gz godot-fb4871c919571d719d27738cc4d7db496a575b57.tar.zst godot-fb4871c919571d719d27738cc4d7db496a575b57.zip | |
Diffstat (limited to 'modules/bullet/godot_ray_world_algorithm.h')
| -rw-r--r-- | modules/bullet/godot_ray_world_algorithm.h | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.h b/modules/bullet/godot_ray_world_algorithm.h new file mode 100644 index 000000000..15c71b8d7 --- /dev/null +++ b/modules/bullet/godot_ray_world_algorithm.h @@ -0,0 +1,83 @@ +/*************************************************************************/ +/* godot_ray_world_algorithm.h */ +/* Author: AndreaCatania */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* 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 + +#include "BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h" +#include "BulletCollision/CollisionDispatch/btCollisionCreateFunc.h" +#include "BulletCollision/CollisionDispatch/btCollisionDispatcher.h" + +class btDiscreteDynamicsWorld; + +class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm { + + const btDiscreteDynamicsWorld *m_world; + btPersistentManifold *m_manifoldPtr; + bool m_ownManifold; + bool m_isSwapped; + +public: + GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *m_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 |
