updated version, added 'singleObjectQuery' preliminary collision query (convex cast etc)
added filtering for raycast, thanks Jacky_J const propagated through a few files added btHeightfieldTerrainShape.cpp to cmake buildsystem
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@@ -17,6 +17,8 @@ subject to the following restrictions:
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#include "btCollisionDispatcher.h"
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#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
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#include "BulletCollision/CollisionShapes/btCollisionShape.h"
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#include "BulletCollision/CollisionShapes/btConvexShape.h"
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#include "BulletCollision/CollisionShapes/btSphereShape.h" //for raycasting
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#include "BulletCollision/CollisionShapes/btTriangleMeshShape.h" //for raycasting
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#include "BulletCollision/NarrowPhaseCollision/btRaycastCallback.h"
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@@ -179,12 +181,27 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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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)
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RayResultCallback& resultCallback,short int collisionFilterMask)
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{
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btSphereShape pointShape(btScalar(0.0));
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pointShape.setMargin(0.f);
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objectQuerySingle(&pointShape,rayFromTrans,rayToTrans,
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collisionObject,
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collisionShape,
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colObjWorldTransform,
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resultCallback,collisionFilterMask);
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}
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void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const btTransform& rayFromTrans,const btTransform& rayToTrans,
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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)
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{
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if (collisionShape->isConvex())
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{
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btConvexCast::CastResult castResult;
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@@ -192,9 +209,9 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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btConvexShape* convexShape = (btConvexShape*) collisionShape;
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btVoronoiSimplexSolver simplexSolver;
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btSubsimplexConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
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//GjkConvexCast convexCaster(&pointShape,convexShape,&simplexSolver);
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//ContinuousConvexCollision convexCaster(&pointShape,convexShape,&simplexSolver,0);
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btSubsimplexConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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//GjkConvexCast convexCaster(castShape,convexShape,&simplexSolver);
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//ContinuousConvexCollision convexCaster(castShape,convexShape,&simplexSolver,0);
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if (convexCaster.calcTimeOfImpact(rayFromTrans,rayToTrans,colObjWorldTransform,colObjWorldTransform,castResult))
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{
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@@ -292,11 +309,11 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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btTransform childTrans = compoundShape->getChildTransform(i);
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const btCollisionShape* childCollisionShape = compoundShape->getChildShape(i);
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btTransform childWorldTrans = colObjWorldTransform * childTrans;
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rayTestSingle(rayFromTrans,rayToTrans,
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objectQuerySingle(castShape, rayFromTrans,rayToTrans,
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collisionObject,
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childCollisionShape,
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childWorldTrans,
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resultCallback);
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resultCallback, collisionFilterMask);
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}
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@@ -306,7 +323,7 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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}
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}
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void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback)
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void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback,short int collisionFilterMask)
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{
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@@ -323,21 +340,22 @@ void btCollisionWorld::rayTest(const btVector3& rayFromWorld, const btVector3& r
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for (i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* collisionObject= m_collisionObjects[i];
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//only perform raycast if filterMask matches
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if(collisionObject->getBroadphaseHandle()->m_collisionFilterGroup & collisionFilterMask) {
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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//RigidcollisionObject* collisionObject = ctrl->GetRigidcollisionObject();
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btVector3 collisionObjectAabbMin,collisionObjectAabbMax;
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collisionObject->getCollisionShape()->getAabb(collisionObject->getWorldTransform(),collisionObjectAabbMin,collisionObjectAabbMax);
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btScalar hitLambda = btScalar(1.); //could use resultCallback.m_closestHitFraction, but needs testing
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btVector3 hitNormal;
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if (btRayAabb(rayFromWorld,rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,hitNormal))
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{
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rayTestSingle(rayFromTrans,rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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resultCallback);
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btScalar hitLambda = btScalar(1.); //could use resultCallback.m_closestHitFraction, but needs testing
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btVector3 hitNormal;
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if (btRayAabb(rayFromWorld,rayToWorld,collisionObjectAabbMin,collisionObjectAabbMax,hitLambda,hitNormal))
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{
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rayTestSingle(rayFromTrans,rayToTrans,
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collisionObject,
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collisionObject->getCollisionShape(),
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collisionObject->getWorldTransform(),
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resultCallback);
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}
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}
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}
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