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