Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
84 lines
4.6 KiB
C++
84 lines
4.6 KiB
C++
/*************************************************************************/
|
|
/* godot_ray_world_algorithm.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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>
|
|
|
|
/**
|
|
@author AndreaCatania
|
|
*/
|
|
|
|
class btDiscreteDynamicsWorld;
|
|
|
|
class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {
|
|
const btDiscreteDynamicsWorld *m_world;
|
|
btPersistentManifold *m_manifoldPtr;
|
|
bool m_ownManifold = false;
|
|
bool m_isSwapped;
|
|
|
|
public:
|
|
GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *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
|