/**************************************************************************/
/* godot_ray_world_algorithm.h */
/**************************************************************************/
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/* GODOT ENGINE */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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#ifndef GODOT_RAY_WORLD_ALGORITHM_H
#define GODOT_RAY_WORLD_ALGORITHM_H
#if defined(__clang__) && (__clang_major__ >= 13)
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wdeprecated-copy-with-user-provided-copy"
#endif
#include <BulletCollision/CollisionDispatch/btActivatingCollisionAlgorithm.h>
#include <BulletCollision/CollisionDispatch/btCollisionCreateFunc.h>
#include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
#if defined(__clang__) && (__clang_major__ >= 13)
#pragma clang diagnostic pop
#endif
/**
@author AndreaCatania
*/
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) {
///should we use m_ownManifold to avoid adding duplicates?
if (m_manifoldPtr && m_ownManifold) {
manifoldArray.push_back(m_manifoldPtr);
}
}
struct CreateFunc : public btCollisionAlgorithmCreateFunc {
const btDiscreteDynamicsWorld *m_world;
CreateFunc(const btDiscreteDynamicsWorld *world);<--- Struct 'CreateFunc' has a constructor with 1 argument that is not explicit. [+]Struct 'CreateFunc' 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 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);<--- Struct 'SwappedCreateFunc' has a constructor with 1 argument that is not explicit. [+]Struct 'SwappedCreateFunc' 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 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 // GODOT_RAY_WORLD_ALGORITHM_H