Added convex cast query to collision world.
Thanks to John McCutchan (JMC)
This commit is contained in:
@@ -204,7 +204,83 @@ public:
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};
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struct LocalConvexResult
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{
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LocalConvexResult(btCollisionObject* hitCollisionObject,
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LocalShapeInfo* localShapeInfo,
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const btVector3& hitNormalLocal,
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const btVector3& hitPointLocal,
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btScalar hitFraction
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)
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:m_hitCollisionObject(hitCollisionObject),
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m_localShapeInfo(localShapeInfo),
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m_hitNormalLocal(hitNormalLocal),
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m_hitPointLocal(hitPointLocal),
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m_hitFraction(hitFraction)
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{
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}
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btCollisionObject* m_hitCollisionObject;
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LocalShapeInfo* m_localShapeInfo;
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btVector3 m_hitNormalLocal;
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btVector3 m_hitPointLocal;
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btScalar m_hitFraction;
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};
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///RayResultCallback is used to report new raycast results
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struct ConvexResultCallback
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{
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virtual ~ConvexResultCallback()
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{
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}
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btScalar m_closestHitFraction;
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bool HasHit()
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{
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return (m_closestHitFraction < btScalar(1.));
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}
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ConvexResultCallback()
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:m_closestHitFraction(btScalar(1.))
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{
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}
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virtual btScalar AddSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace) = 0;
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};
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struct ClosestConvexResultCallback : public ConvexResultCallback
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{
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ClosestConvexResultCallback(const btVector3& convexFromWorld,const btVector3& convexToWorld)
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:m_convexFromWorld(convexFromWorld),
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m_convexToWorld(convexToWorld),
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m_hitCollisionObject(0)
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{
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}
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btVector3 m_convexFromWorld;//used to calculate hitPointWorld from hitFraction
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btVector3 m_convexToWorld;
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btVector3 m_hitNormalWorld;
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btVector3 m_hitPointWorld;
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btCollisionObject* m_hitCollisionObject;
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virtual btScalar AddSingleResult(LocalConvexResult& rayResult,bool normalInWorldSpace)
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{
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//caller already does the filter on the m_closestHitFraction
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assert(rayResult.m_hitFraction <= m_closestHitFraction);
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m_closestHitFraction = rayResult.m_hitFraction;
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m_hitCollisionObject = rayResult.m_hitCollisionObject;
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if (normalInWorldSpace)
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{
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m_hitNormalWorld = rayResult.m_hitNormalLocal;
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} else
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{
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///need to transform normal into worldspace
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m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
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}
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m_hitPointWorld.setInterpolate3(m_convexFromWorld,m_convexToWorld,rayResult.m_hitFraction);
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return rayResult.m_hitFraction;
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}
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};
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int getNumCollisionObjects() const
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{
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@@ -215,6 +291,10 @@ public:
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/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback, short int collisionFilterMask=-1);
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// convexTest performs a linear convex cast on all objects in the btCollisionWorld, and calls the resultCallback
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// This allows for several queries: first hit, all hits, any hit, dependent on the value return by the callback.
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void convexTest (const btConvexShape* castShape, const btVector3& from, const btVector3& to, ConvexResultCallback& resultCallback, short int collisionFilterMask=-1);
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/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
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/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
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/// This allows more customization.
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@@ -229,7 +309,7 @@ public:
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback, short int collisionFilterMask=-1);
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ConvexResultCallback& resultCallback, short int collisionFilterMask=-1);
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void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
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