/**************************************************************************/
/* godot_collision_configuration.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifndef GODOT_COLLISION_CONFIGURATION_H
#define GODOT_COLLISION_CONFIGURATION_H
#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
/**
@author AndreaCatania
*/
class btDiscreteDynamicsWorld;
class GodotCollisionConfiguration : public btDefaultCollisionConfiguration {
btCollisionAlgorithmCreateFunc *m_rayWorldCF;
btCollisionAlgorithmCreateFunc *m_swappedRayWorldCF;
public:
GodotCollisionConfiguration(const btDiscreteDynamicsWorld *world, const btDefaultCollisionConstructionInfo &constructionInfo = btDefaultCollisionConstructionInfo());<--- Class 'GodotCollisionConfiguration' has a constructor with 1 argument that is not explicit. [+]Class 'GodotCollisionConfiguration' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
virtual ~GodotCollisionConfiguration();
virtual btCollisionAlgorithmCreateFunc *getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1);
virtual btCollisionAlgorithmCreateFunc *getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1);
};
class GodotSoftCollisionConfiguration : public btSoftBodyRigidBodyCollisionConfiguration {
btCollisionAlgorithmCreateFunc *m_rayWorldCF;
btCollisionAlgorithmCreateFunc *m_swappedRayWorldCF;
public:
GodotSoftCollisionConfiguration(const btDiscreteDynamicsWorld *world, const btDefaultCollisionConstructionInfo &constructionInfo = btDefaultCollisionConstructionInfo());<--- Class 'GodotSoftCollisionConfiguration' has a constructor with 1 argument that is not explicit. [+]Class 'GodotSoftCollisionConfiguration' has a constructor with 1 argument that is not explicit. Such constructors should in general be explicit for type safety reasons. Using the explicit keyword in the constructor means some mistakes when using the class can be avoided.
virtual ~GodotSoftCollisionConfiguration();
virtual btCollisionAlgorithmCreateFunc *getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1);
virtual btCollisionAlgorithmCreateFunc *getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1);
};
#endif // GODOT_COLLISION_CONFIGURATION_H