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OpenMW/apps/openmw/mwphysics/projectileconvexcallback.cpp
elsid 506824cb9d
Cleanup physics callbacks
* Do not copy with allocations.
* Remove unused DeepestNotMeContactTestResultCallback.
* Avoid using pointers which should not be nullptr.
* Move constructors implementation to headers.
* Move types defined in .cpp are to unnamed namespace.
* Comment unused arguments.
* Avoid C-style casts.
2024-02-07 22:04:34 +01:00

50 lines
1.5 KiB
C++

#include <BulletCollision/CollisionDispatch/btCollisionObject.h>
#include "collisiontype.hpp"
#include "projectile.hpp"
#include "projectileconvexcallback.hpp"
namespace MWPhysics
{
btScalar ProjectileConvexCallback::addSingleResult(
btCollisionWorld::LocalConvexResult& result, bool normalInWorldSpace)
{
const auto* hitObject = result.m_hitCollisionObject;
// don't hit the caster
if (hitObject == mCaster)
return 1.f;
// don't hit the projectile
if (hitObject == mMe)
return 1.f;
btCollisionWorld::ClosestConvexResultCallback::addSingleResult(result, normalInWorldSpace);
switch (hitObject->getBroadphaseHandle()->m_collisionFilterGroup)
{
case CollisionType_Actor:
{
if (!mProjectile.isValidTarget(hitObject))
return 1.f;
break;
}
case CollisionType_Projectile:
{
auto* target = static_cast<Projectile*>(hitObject->getUserPointer());
if (!mProjectile.isValidTarget(target->getCasterCollisionObject()))
return 1.f;
target->hit(mMe, m_hitPointWorld, m_hitNormalWorld);
break;
}
case CollisionType_Water:
{
mProjectile.setHitWater();
break;
}
}
mProjectile.hit(hitObject, m_hitPointWorld, m_hitNormalWorld);
return result.m_hitFraction;
}
}