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diff --git a/modules/bullet/godot_ray_world_algorithm.h b/modules/bullet/godot_ray_world_algorithm.h
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-/*************************************************************************/
-/* godot_ray_world_algorithm.h */
-/*************************************************************************/
-/* 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. */
-/*************************************************************************/
-
-#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 = false;
- bool m_isSwapped = false;
-
-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