/**************************************************************************/
/*  godot_collision_dispatcher.cpp                                        */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "godot_collision_dispatcher.h"

#include "collision_object_bullet.h"

/**
	@author AndreaCatania
*/

const int GodotCollisionDispatcher::CASTED_TYPE_AREA = static_cast<int>(CollisionObjectBullet::TYPE_AREA);

GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *collisionConfiguration) :
		btCollisionDispatcher(collisionConfiguration) {}

bool GodotCollisionDispatcher::needsCollision(const btCollisionObject *body0, const btCollisionObject *body1) {
	if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
		// Avoide area narrow phase
		return false;
	}
	return btCollisionDispatcher::needsCollision(body0, body1);
}

bool GodotCollisionDispatcher::needsResponse(const btCollisionObject *body0, const btCollisionObject *body1) {
	if (body0->getUserIndex() == CASTED_TYPE_AREA || body1->getUserIndex() == CASTED_TYPE_AREA) {
		// Avoide area narrow phase
		return false;
	}
	return btCollisionDispatcher::needsResponse(body0, body1);
}
