/*************************************************************************/ /* godot_collision_configuration.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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. */ /*************************************************************************/ #include "godot_collision_configuration.h" #include "godot_ray_world_algorithm.h" #include #include /** @author AndreaCatania */ GodotCollisionConfiguration::GodotCollisionConfiguration(const btDiscreteDynamicsWorld *world, const btDefaultCollisionConstructionInfo &constructionInfo) : btDefaultCollisionConfiguration(constructionInfo) { void *mem = NULL; mem = btAlignedAlloc(sizeof(GodotRayWorldAlgorithm::CreateFunc), 16); m_rayWorldCF = new (mem) GodotRayWorldAlgorithm::CreateFunc(world); mem = btAlignedAlloc(sizeof(GodotRayWorldAlgorithm::SwappedCreateFunc), 16); m_swappedRayWorldCF = new (mem) GodotRayWorldAlgorithm::SwappedCreateFunc(world); } GodotCollisionConfiguration::~GodotCollisionConfiguration() { m_rayWorldCF->~btCollisionAlgorithmCreateFunc(); btAlignedFree(m_rayWorldCF); m_swappedRayWorldCF->~btCollisionAlgorithmCreateFunc(); btAlignedFree(m_swappedRayWorldCF); } btCollisionAlgorithmCreateFunc *GodotCollisionConfiguration::getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1) { if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0 && CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) { // This collision is not supported return m_emptyCreateFunc; } else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0) { return m_rayWorldCF; } else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) { return m_swappedRayWorldCF; } else { return btDefaultCollisionConfiguration::getCollisionAlgorithmCreateFunc(proxyType0, proxyType1); } } btCollisionAlgorithmCreateFunc *GodotCollisionConfiguration::getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1) { if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0 && CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) { // This collision is not supported return m_emptyCreateFunc; } else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType0) { return m_rayWorldCF; } else if (CUSTOM_CONVEX_SHAPE_TYPE == proxyType1) { return m_swappedRayWorldCF; } else { return btDefaultCollisionConfiguration::getClosestPointsAlgorithmCreateFunc(proxyType0, proxyType1); } }