enabled the vehicle demo again (still needs lots of tuning before it drives well)
fixed some warnings
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@@ -9,11 +9,12 @@
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* It is provided "as is" without express or implied warranty.
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*/
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#include "LinearMath/btVector3.h"
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#include "btRaycastVehicle.h"
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#include "BulletDynamics/ConstraintSolver/btSolve2LinearConstraint.h"
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#include "BulletDynamics/ConstraintSolver/btJacobianEntry.h"
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#include "LinearMath/btQuaternion.h"
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#include "LinearMath/btVector3.h"
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#include "BulletDynamics/Dynamics/btDynamicsWorld.h"
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#include "btVehicleRaycaster.h"
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#include "btWheelInfo.h"
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@@ -141,8 +142,12 @@ void btRaycastVehicle::updateWheelTransformsWS(btWheelInfo& wheel )
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{
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wheel.m_raycastInfo.m_isInContact = false;
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const btTransform& chassisTrans = getRigidBody()->getCenterOfMassTransform();
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btTransform chassisTrans;
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if (getRigidBody()->getMotionState())
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getRigidBody()->getMotionState()->getWorldTransform(chassisTrans);
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else
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chassisTrans = getRigidBody()->getCenterOfMassTransform();
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wheel.m_raycastInfo.m_hardPointWS = chassisTrans( wheel.m_chassisConnectionPointCS );
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wheel.m_raycastInfo.m_wheelDirectionWS = chassisTrans.getBasis() * wheel.m_wheelDirectionCS ;
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wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.getBasis() * wheel.m_wheelAxleCS;
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@@ -166,6 +171,8 @@ btScalar btRaycastVehicle::rayCast(btWheelInfo& wheel)
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btVehicleRaycaster::btVehicleRaycasterResult rayResults;
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assert(m_vehicleRaycaster);
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void* object = m_vehicleRaycaster->castRay(source,target,rayResults);
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wheel.m_raycastInfo.m_groundObject = 0;
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@@ -593,3 +600,28 @@ void btRaycastVehicle::updateFriction(btScalar timeStep)
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delete[]forwardImpulse;
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delete[] sideImpulse;
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}
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void* btDefaultVehicleRaycaster::castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)
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{
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// RayResultCallback& resultCallback;
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btCollisionWorld::ClosestRayResultCallback rayCallback(from,to);
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m_dynamicsWorld->rayTest(from, to, rayCallback);
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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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if (body)
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{
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result.m_hitPointInWorld = rayCallback.m_hitPointWorld;
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result.m_hitNormalInWorld = rayCallback.m_hitNormalWorld;
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result.m_hitNormalInWorld.normalize();
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result.m_distFraction = rayCallback.m_closestHitFraction;
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return body;
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}
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}
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return 0;
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}
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