2017-11-04 19:52:59 +00:00
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/*************************************************************************/
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/* godot_collision_configuration.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2018-01-04 23:50:27 +00:00
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/* https://godotengine.org */
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2017-11-04 19:52:59 +00:00
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/*************************************************************************/
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2019-01-03 10:41:35 +00:00
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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2017-11-04 19:52:59 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "godot_collision_configuration.h"
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2018-01-04 23:50:27 +00:00
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2017-11-04 19:52:59 +00:00
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#include "godot_ray_world_algorithm.h"
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2018-01-04 23:50:27 +00:00
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#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
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#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
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/**
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@author AndreaCatania
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*/
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2017-12-06 20:36:34 +00:00
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GodotCollisionConfiguration::GodotCollisionConfiguration(const btDiscreteDynamicsWorld *world, const btDefaultCollisionConstructionInfo &constructionInfo) :
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btDefaultCollisionConfiguration(constructionInfo) {
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2017-11-04 19:52:59 +00:00
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void *mem = NULL;
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mem = btAlignedAlloc(sizeof(GodotRayWorldAlgorithm::CreateFunc), 16);
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m_rayWorldCF = new (mem) GodotRayWorldAlgorithm::CreateFunc(world);
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mem = btAlignedAlloc(sizeof(GodotRayWorldAlgorithm::SwappedCreateFunc), 16);
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m_swappedRayWorldCF = new (mem) GodotRayWorldAlgorithm::SwappedCreateFunc(world);
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}
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GodotCollisionConfiguration::~GodotCollisionConfiguration() {
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m_rayWorldCF->~btCollisionAlgorithmCreateFunc();
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btAlignedFree(m_rayWorldCF);
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m_swappedRayWorldCF->~btCollisionAlgorithmCreateFunc();
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btAlignedFree(m_swappedRayWorldCF);
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}
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btCollisionAlgorithmCreateFunc *GodotCollisionConfiguration::getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1) {
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if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0 && CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) {
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// This collision is not supported
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return m_emptyCreateFunc;
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} else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0) {
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return m_rayWorldCF;
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} else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) {
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return m_swappedRayWorldCF;
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} else {
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return btDefaultCollisionConfiguration::getCollisionAlgorithmCreateFunc(proxyType0, proxyType1);
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}
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}
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btCollisionAlgorithmCreateFunc *GodotCollisionConfiguration::getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1) {
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if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0 && CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) {
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// This collision is not supported
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return m_emptyCreateFunc;
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} else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0) {
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return m_rayWorldCF;
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} else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) {
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return m_swappedRayWorldCF;
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} else {
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return btDefaultCollisionConfiguration::getClosestPointsAlgorithmCreateFunc(proxyType0, proxyType1);
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}
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}
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