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- #include "godot_collision_dispatcher.h"
- #include "collision_object_bullet.h"
- const int GodotCollisionDispatcher::CASTED_TYPE_AREA = static_cast<int>(CollisionObjectBullet::TYPE_AREA);
- GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *collisionConfiguration) :
- btCollisionDispatcher(collisionConfiguration) {}
- bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, const btCollisionObject *body1) {
- if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
-
- return false;
- }
- return btCollisionDispatcher::needsCollision(body0, body1);
- }
- bool GodotCollisionDispatcher::needsResponse(const btCollisionObject *body0, const btCollisionObject *body1) {
- if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
-
- return false;
- }
- return btCollisionDispatcher::needsResponse(body0, body1);
- }
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