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- #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;
- 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) {
-
- 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
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