1 /*************************************************************************/
2 /* godot_collision_dispatcher.cpp */
3 /*************************************************************************/
4 /* This file is part of: */
5 /* GODOT ENGINE */
6 /* https://godotengine.org */
7 /*************************************************************************/
8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
10 /* */
11 /* Permission is hereby granted, free of charge, to any person obtaining */
12 /* a copy of this software and associated documentation files (the */
13 /* "Software"), to deal in the Software without restriction, including */
14 /* without limitation the rights to use, copy, modify, merge, publish, */
15 /* distribute, sublicense, and/or sell copies of the Software, and to */
16 /* permit persons to whom the Software is furnished to do so, subject to */
17 /* the following conditions: */
18 /* */
19 /* The above copyright notice and this permission notice shall be */
20 /* included in all copies or substantial portions of the Software. */
21 /* */
22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29 /*************************************************************************/
30
31 #include "godot_collision_dispatcher.h"
32
33 #include "collision_object_bullet.h"
34
35 /**
36 @author AndreaCatania
37 */
38
39 const int GodotCollisionDispatcher::CASTED_TYPE_AREA = static_cast<int>(CollisionObjectBullet::TYPE_AREA);
40
GodotCollisionDispatcher(btCollisionConfiguration * collisionConfiguration)41 GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *collisionConfiguration) :
42 btCollisionDispatcher(collisionConfiguration) {}
43
needsCollision(const btCollisionObject * body0,const btCollisionObject * body1)44 bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, const btCollisionObject *body1) {
45 if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
46 // Avoide area narrow phase
47 return false;
48 }
49 return btCollisionDispatcher::needsCollision(body0, body1);
50 }
51
needsResponse(const btCollisionObject * body0,const btCollisionObject * body1)52 bool GodotCollisionDispatcher::needsResponse(const btCollisionObject *body0, const btCollisionObject *body1) {
53 if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
54 // Avoide area narrow phase
55 return false;
56 }
57 return btCollisionDispatcher::needsResponse(body0, body1);
58 }
59