godot/modules/bullet/godot_collision_configurati...

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4.3 KiB
C++

/*************************************************************************/
/* 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 <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
/**
@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);
}
}