/*************************************************************************/
/*  godot_collision_configuration.h                                      */
/*************************************************************************/
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#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());
	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());
	virtual ~GodotSoftCollisionConfiguration();

	virtual btCollisionAlgorithmCreateFunc *getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1);
	virtual btCollisionAlgorithmCreateFunc *getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1);
};
#endif
