Use proper rotation for computing local aabb for convex cast shape.
Propagate hit point from convex caster to world callback [work in progress].
This commit is contained in:
@@ -378,13 +378,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
|
||||
|
||||
btConvexShape* convexShape = (btConvexShape*) collisionShape;
|
||||
btVoronoiSimplexSolver simplexSolver;
|
||||
#define USE_SUBSIMPLEX_CONVEX_CAST 1
|
||||
#ifdef USE_SUBSIMPLEX_CONVEX_CAST
|
||||
btSubsimplexConvexCast convexCaster(castShape,convexShape,&simplexSolver);
|
||||
#else
|
||||
//btGjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
|
||||
//btContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
|
||||
#endif //#USE_SUBSIMPLEX_CONVEX_CAST
|
||||
btGjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
|
||||
|
||||
if (convexCaster.calcTimeOfImpact(convexFromTrans,convexToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
|
||||
{
|
||||
@@ -404,7 +398,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
|
||||
collisionObject,
|
||||
0,
|
||||
castResult.m_normal,
|
||||
btVector3(6,6,6), // FIXME need real hitpoint
|
||||
castResult.m_hitPoint,
|
||||
castResult.m_fraction
|
||||
);
|
||||
|
||||
@@ -423,9 +417,8 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
|
||||
btTransform worldTocollisionObject = colObjWorldTransform.inverse();
|
||||
btVector3 convexFromLocal = worldTocollisionObject * convexFromTrans.getOrigin();
|
||||
btVector3 convexToLocal = worldTocollisionObject * convexToTrans.getOrigin();
|
||||
btTransform rotationXform;
|
||||
|
||||
rotationXform.setIdentity (); // FIXME!!!
|
||||
// rotation of box in local mesh space = MeshRotation^-1 * ConvexToRotation
|
||||
btTransform rotationXform = btTransform(worldTocollisionObject.getBasis() * convexToTrans.getBasis());
|
||||
|
||||
//ConvexCast::CastResult
|
||||
struct BridgeTriangleConvexcastCallback : public btTriangleConvexcastCallback
|
||||
@@ -480,9 +473,8 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
|
||||
btTransform worldTocollisionObject = colObjWorldTransform.inverse();
|
||||
btVector3 convexFromLocal = worldTocollisionObject * convexFromTrans.getOrigin();
|
||||
btVector3 convexToLocal = worldTocollisionObject * convexToTrans.getOrigin();
|
||||
btTransform rotationXform;
|
||||
|
||||
rotationXform.setIdentity (); // FIXME!!!
|
||||
// rotation of box in local mesh space = MeshRotation^-1 * ConvexToRotation
|
||||
btTransform rotationXform = btTransform(worldTocollisionObject.getBasis() * convexToTrans.getBasis());
|
||||
|
||||
//ConvexCast::CastResult
|
||||
struct BridgeTriangleConvexcastCallback : public btTriangleConvexcastCallback
|
||||
@@ -518,7 +510,6 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
|
||||
|
||||
bool normalInWorldSpace = false;
|
||||
|
||||
|
||||
return m_resultCallback->AddSingleResult(convexResult,normalInWorldSpace);
|
||||
}
|
||||
return hitFraction;
|
||||
|
||||
@@ -262,23 +262,23 @@ public:
|
||||
btVector3 m_hitPointWorld;
|
||||
btCollisionObject* m_hitCollisionObject;
|
||||
|
||||
virtual btScalar AddSingleResult(LocalConvexResult& rayResult,bool normalInWorldSpace)
|
||||
virtual btScalar AddSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
|
||||
{
|
||||
//caller already does the filter on the m_closestHitFraction
|
||||
btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
|
||||
btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
|
||||
|
||||
m_closestHitFraction = rayResult.m_hitFraction;
|
||||
m_hitCollisionObject = rayResult.m_hitCollisionObject;
|
||||
m_closestHitFraction = convexResult.m_hitFraction;
|
||||
m_hitCollisionObject = convexResult.m_hitCollisionObject;
|
||||
if (normalInWorldSpace)
|
||||
{
|
||||
m_hitNormalWorld = rayResult.m_hitNormalLocal;
|
||||
m_hitNormalWorld = convexResult.m_hitNormalLocal;
|
||||
} else
|
||||
{
|
||||
///need to transform normal into worldspace
|
||||
m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*rayResult.m_hitNormalLocal;
|
||||
m_hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;
|
||||
}
|
||||
m_hitPointWorld.setInterpolate3(m_convexFromWorld,m_convexToWorld,rayResult.m_hitFraction);
|
||||
return rayResult.m_hitFraction;
|
||||
m_hitPointWorld = convexResult.m_hitPointLocal;
|
||||
return convexResult.m_hitFraction;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user