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authorRémi Verschelde <rverschelde@gmail.com>2022-03-09 21:15:53 +0100
committerRémi Verschelde <rverschelde@gmail.com>2022-03-09 21:45:47 +0100
commit3d7f1555865a981b7144becfc58d3f3f34362f5f (patch)
treed92912c6d700468b3330148b9179026b9f4efcb4 /modules/bullet/godot_ray_world_algorithm.cpp
parent33c907f9f5b3ec1a43d0251d7cac80da49b5b658 (diff)
downloadredot-engine-3d7f1555865a981b7144becfc58d3f3f34362f5f.tar.gz
Remove unused Bullet module and thirdparty code
It has been disabled in `master` since one year (#45852) and our plan is for Bullet, and possibly other thirdparty physics engines, to be implemented via GDExtension so that they can be selected by the users who need them.
Diffstat (limited to 'modules/bullet/godot_ray_world_algorithm.cpp')
-rw-r--r--modules/bullet/godot_ray_world_algorithm.cpp111
1 files changed, 0 insertions, 111 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.cpp b/modules/bullet/godot_ray_world_algorithm.cpp
deleted file mode 100644
index 697ca12e7b..0000000000
--- a/modules/bullet/godot_ray_world_algorithm.cpp
+++ /dev/null
@@ -1,111 +0,0 @@
-/*************************************************************************/
-/* godot_ray_world_algorithm.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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. */
-/*************************************************************************/
-
-#include "godot_ray_world_algorithm.h"
-
-#include "btRayShape.h"
-#include "collision_object_bullet.h"
-
-#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
-
-// Epsilon to account for floating point inaccuracies
-#define RAY_PENETRATION_DEPTH_EPSILON 0.01
-
-GodotRayWorldAlgorithm::CreateFunc::CreateFunc(const btDiscreteDynamicsWorld *world) :
- m_world(world) {}
-
-GodotRayWorldAlgorithm::SwappedCreateFunc::SwappedCreateFunc(const btDiscreteDynamicsWorld *world) :
- m_world(world) {}
-
-GodotRayWorldAlgorithm::GodotRayWorldAlgorithm(const btDiscreteDynamicsWorld *world, btPersistentManifold *mf, const btCollisionAlgorithmConstructionInfo &ci, const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, bool isSwapped) :
- btActivatingCollisionAlgorithm(ci, body0Wrap, body1Wrap),
- m_world(world),
- m_manifoldPtr(mf),
- m_isSwapped(isSwapped) {}
-
-GodotRayWorldAlgorithm::~GodotRayWorldAlgorithm() {
- if (m_ownManifold && m_manifoldPtr) {
- m_dispatcher->releaseManifold(m_manifoldPtr);
- }
-}
-
-void GodotRayWorldAlgorithm::processCollision(const btCollisionObjectWrapper *body0Wrap, const btCollisionObjectWrapper *body1Wrap, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
- if (!m_manifoldPtr) {
- if (m_isSwapped) {
- m_manifoldPtr = m_dispatcher->getNewManifold(body1Wrap->getCollisionObject(), body0Wrap->getCollisionObject());
- } else {
- m_manifoldPtr = m_dispatcher->getNewManifold(body0Wrap->getCollisionObject(), body1Wrap->getCollisionObject());
- }
- m_ownManifold = true;
- }
- m_manifoldPtr->clearManifold();
- resultOut->setPersistentManifold(m_manifoldPtr);
-
- const btRayShape *ray_shape;
- btTransform ray_transform;
-
- const btCollisionObjectWrapper *other_co_wrapper;
-
- if (m_isSwapped) {
- ray_shape = static_cast<const btRayShape *>(body1Wrap->getCollisionShape());
- ray_transform = body1Wrap->getWorldTransform();
-
- other_co_wrapper = body0Wrap;
- } else {
- ray_shape = static_cast<const btRayShape *>(body0Wrap->getCollisionShape());
- ray_transform = body0Wrap->getWorldTransform();
-
- other_co_wrapper = body1Wrap;
- }
-
- btTransform to(ray_transform * ray_shape->getSupportPoint());
-
- btCollisionWorld::ClosestRayResultCallback btResult(ray_transform.getOrigin(), to.getOrigin());
-
- m_world->rayTestSingleInternal(ray_transform, to, other_co_wrapper, btResult);
-
- if (btResult.hasHit()) {
- btScalar depth(ray_shape->getScaledLength() * (btResult.m_closestHitFraction - 1));
-
- if (depth > -RAY_PENETRATION_DEPTH_EPSILON) {
- depth = 0.0;
- }
-
- if (ray_shape->getSlipsOnSlope()) {
- resultOut->addContactPoint(btResult.m_hitNormalWorld, btResult.m_hitPointWorld, depth);
- } else {
- resultOut->addContactPoint((ray_transform.getOrigin() - to.getOrigin()).normalize(), btResult.m_hitPointWorld, depth);
- }
- }
-}
-
-btScalar GodotRayWorldAlgorithm::calculateTimeOfImpact(btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut) {
- return 1;
-}