1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
93 lines
4.9 KiB
C++
93 lines
4.9 KiB
C++
/**************************************************************************/
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#if defined(__clang__) && (__clang_major__ >= 13)
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#pragma clang diagnostic push
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#pragma clang diagnostic ignored "-Wdeprecated-copy-with-user-provided-copy"
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#endif
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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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#if defined(__clang__) && (__clang_major__ >= 13)
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#pragma clang diagnostic pop
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#endif
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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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