rename HasHit method to hasHit
rename AddSingleResult to addSingleResult moved collision filtering for btCollisionWorld::rayTest and btCollisionWorld::convexSweepTest from argument to the callback needsCollision
This commit is contained in:
@@ -141,7 +141,7 @@ public:
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btCollisionWorld::ClosestRayResultCallback cb(source[i], dest[i]);
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cw->rayTest (source[i], dest[i], cb);
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if (cb.HasHit ())
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if (cb.hasHit ())
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{
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hit[i] = cb.m_hitPointWorld;
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normal[i] = cb.m_hitNormalWorld;
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@@ -46,7 +46,7 @@ static int gJump = 0;
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///playerStepCallback is the main function that is updating the character.
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///Register this callback using: m_dynamicsWorld->setInternalTickCallback(playerStepCallback,m_character);
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///This function will be called at the end of each internal simulation time step
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void playerStepCallback(const btDynamicsWorld* dynamicsWorld, btScalar timeStep)
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void playerStepCallback(btDynamicsWorld* dynamicsWorld, btScalar timeStep)
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{
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CharacterControllerInterface* characterInterface= (CharacterControllerInterface*) dynamicsWorld->getWorldUserInfo();
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characterInterface->preStep (dynamicsWorld);
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@@ -501,10 +501,9 @@ const float TRIANGLE_SIZE=20.f;
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sweepBP->setOverlappingPairUserCallback(m_customPairCallback);
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m_character->registerPairCacheAndDispatcher (m_customPairCallback->getOverlappingPairCache(), m_dispatcher);
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m_dynamicsWorld->addCollisionObject(m_character->getCollisionObject(),btBroadphaseProxy::DebrisFilter, btBroadphaseProxy::StaticFilter);//AllFilter);
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///only collide with static for now (no interaction with dynamic objects)
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m_dynamicsWorld->addCollisionObject(m_character->getCollisionObject(),btBroadphaseProxy::DebrisFilter, btBroadphaseProxy::StaticFilter);
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clientResetScene();
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setCameraDistance(26.f);
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@@ -90,12 +90,12 @@ void DynamicCharacterController::preStep (const btCollisionWorld* collisionWorld
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m_me = me;
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}
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virtual btScalar AddSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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if (rayResult.m_collisionObject == m_me)
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return 1.0;
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return ClosestRayResultCallback::AddSingleResult (rayResult, normalInWorldSpace
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace
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);
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}
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protected:
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@@ -109,7 +109,7 @@ void DynamicCharacterController::preStep (const btCollisionWorld* collisionWorld
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{
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rayCallback.m_closestHitFraction = 1.0;
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collisionWorld->rayTest (m_raySource[i], m_rayTarget[i], rayCallback);
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if (rayCallback.HasHit())
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if (rayCallback.hasHit())
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{
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m_rayLambda[i] = rayCallback.m_closestHitFraction;
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} else {
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@@ -9,7 +9,6 @@
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#include "KinematicCharacterController.h"
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/* TODO:
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* Fix jitter
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* Interact with dynamic objects
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* Ride kinematicly animated platforms properly
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* More realistic (or maybe just a config option) falling
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@@ -25,12 +24,12 @@ public:
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m_me = me;
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}
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virtual btScalar AddSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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if (rayResult.m_collisionObject == m_me)
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return 1.0;
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return ClosestRayResultCallback::AddSingleResult (rayResult, normalInWorldSpace);
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return ClosestRayResultCallback::addSingleResult (rayResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* m_me;
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@@ -44,12 +43,12 @@ public:
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m_me = me;
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}
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virtual btScalar AddSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
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virtual btScalar addSingleResult(btCollisionWorld::LocalConvexResult& convexResult,bool normalInWorldSpace)
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{
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if (convexResult.m_hitCollisionObject == m_me)
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return 1.0;
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return ClosestConvexResultCallback::AddSingleResult (convexResult, normalInWorldSpace);
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return ClosestConvexResultCallback::addSingleResult (convexResult, normalInWorldSpace);
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}
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protected:
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btCollisionObject* m_me;
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@@ -213,10 +212,12 @@ void KinematicCharacterController::stepUp (const btCollisionWorld* world)
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end.setOrigin (m_targetPosition);
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ClosestNotMeConvexResultCallback callback (m_collisionObject);
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callback.m_collisionFilterGroup = getCollisionObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getCollisionObject()->getBroadphaseHandle()->m_collisionFilterMask;
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world->convexSweepTest (m_shape, start, end, callback);
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if (callback.HasHit())
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if (callback.hasHit())
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{
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// we moved up only a fraction of the step height
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m_currentStepOffset = m_stepHeight * callback.m_closestHitFraction;
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@@ -296,6 +297,9 @@ void KinematicCharacterController::stepForwardAndStrafe (const btCollisionWorld*
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end.setOrigin (m_targetPosition);
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ClosestNotMeConvexResultCallback callback (m_collisionObject);
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callback.m_collisionFilterGroup = getCollisionObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getCollisionObject()->getBroadphaseHandle()->m_collisionFilterMask;
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//btScalar margin = m_shape->getMargin();
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//m_shape->setMargin(margin - 0.06f);
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@@ -305,7 +309,7 @@ void KinematicCharacterController::stepForwardAndStrafe (const btCollisionWorld*
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fraction -= callback.m_closestHitFraction;
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if (callback.HasHit())
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if (callback.hasHit())
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{
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// we moved only a fraction
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btScalar hitDistance = (callback.m_hitPointWorld - m_currentPosition).length();
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@@ -364,10 +368,12 @@ void KinematicCharacterController::stepDown (const btCollisionWorld* collisionWo
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end.setOrigin (m_targetPosition);
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ClosestNotMeConvexResultCallback callback (m_collisionObject);
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callback.m_collisionFilterGroup = getCollisionObject()->getBroadphaseHandle()->m_collisionFilterGroup;
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callback.m_collisionFilterMask = getCollisionObject()->getBroadphaseHandle()->m_collisionFilterMask;
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collisionWorld->convexSweepTest (m_shape, start, end, callback);
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if (callback.HasHit())
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if (callback.hasHit())
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{
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// we dropped a fraction of the height -> hit floor
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m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
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@@ -162,7 +162,7 @@ public:
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btTransform from(qFrom, source[i]);
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btTransform to(qTo, dest[i]);
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cw->convexSweepTest (&boxShape, from, to, cb);
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if (cb.HasHit ())
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if (cb.hasHit ())
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{
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hit_surface[i] = cb.m_hitPointWorld;
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hit_com[i].setInterpolate3(source[i], dest[i], cb.m_closestHitFraction);
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@@ -181,7 +181,7 @@ public:
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btCollisionWorld::ClosestRayResultCallback cb(source[i], dest[i]);
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cw->rayTest (source[i], dest[i], cb);
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if (cb.HasHit ())
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if (cb.hasHit ())
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{
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hit[i] = cb.m_hitPointWorld;
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normal[i] = cb.m_hitNormalWorld;
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@@ -626,7 +626,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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{
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btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
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m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
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if (rayCallback.HasHit())
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if (rayCallback.hasHit())
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{
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btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
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@@ -662,7 +662,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
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{
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btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
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m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
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if (rayCallback.HasHit())
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if (rayCallback.hasHit())
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{
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@@ -189,7 +189,7 @@ bool Raytracer::worldRaytest(const btVector3& rayFrom,const btVector3& rayTo,btV
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btVector3 m_hitNormalWorld;
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btVector3 m_hitPointWorld;
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virtual btScalar AddSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult,bool normalInWorldSpace)
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{
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//caller already does the filter on the m_closestHitFraction
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@@ -215,7 +215,7 @@ bool Raytracer::worldRaytest(const btVector3& rayFrom,const btVector3& rayTo,btV
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AllRayResultCallback resultCallback(rayFrom,rayTo);
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// btCollisionWorld::ClosestRayResultCallback resultCallback(rayFrom,rayTo);
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m_collisionWorld->rayTest(rayFrom,rayTo,resultCallback);
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if (resultCallback.HasHit())
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if (resultCallback.hasHit())
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{
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worldNormal = resultCallback.m_hitNormalWorld;
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return true;
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@@ -261,7 +261,7 @@ bool Raytracer::singleObjectRaytest(const btVector3& rayFrom,const btVector3& ra
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//reset previous result
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btCollisionWorld::rayTestSingle(rayFromTrans,rayToTrans, &tmpObj, shapePtr[s], transforms[s], resultCallback);
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if (resultCallback.HasHit())
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if (resultCallback.hasHit())
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{
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//float fog = 1.f - 0.1f * rayResult.m_fraction;
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resultCallback.m_hitNormalWorld.normalize();//.m_normal.normalize();
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