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Diffstat (limited to 'modules/bullet/godot_ray_world_algorithm.h')
-rw-r--r-- | modules/bullet/godot_ray_world_algorithm.h | 80 |
1 files changed, 0 insertions, 80 deletions
diff --git a/modules/bullet/godot_ray_world_algorithm.h b/modules/bullet/godot_ray_world_algorithm.h deleted file mode 100644 index 94bdefb720..0000000000 --- a/modules/bullet/godot_ray_world_algorithm.h +++ /dev/null @@ -1,80 +0,0 @@ -/*************************************************************************/ -/* 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 |