mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 17:14:59 +02:00
Fix collision picks not working with MyAvatar
This commit is contained in:
parent
a06f85faa8
commit
0b40608650
1 changed files with 17 additions and 4 deletions
|
@ -841,11 +841,12 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
|
|||
}
|
||||
|
||||
struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
|
||||
AllContactsCallback(MotionStateType desiredObjectType, const ShapeInfo& shapeInfo, const Transform& transform) :
|
||||
AllContactsCallback(MotionStateType desiredObjectType, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
|
||||
desiredObjectType(desiredObjectType),
|
||||
collisionObject(),
|
||||
contacts(),
|
||||
btCollisionWorld::ContactResultCallback() {
|
||||
btCollisionWorld::ContactResultCallback(),
|
||||
myAvatarCollisionObject(myAvatarCollisionObject) {
|
||||
const btCollisionShape* collisionShape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
|
||||
|
||||
collisionObject.setCollisionShape(const_cast<btCollisionShape*>(collisionShape));
|
||||
|
@ -864,6 +865,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
|
|||
MotionStateType desiredObjectType;
|
||||
btCollisionObject collisionObject;
|
||||
std::vector<ContactTestResult> contacts;
|
||||
btCollisionObject* myAvatarCollisionObject;
|
||||
|
||||
bool needsCollision(btBroadphaseProxy* proxy) const override {
|
||||
return true;
|
||||
|
@ -884,12 +886,17 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
|
|||
otherPenetrationPoint = getWorldPoint(cp.m_localPointB, colObj1->getWorldTransform());
|
||||
}
|
||||
|
||||
// TODO: Give MyAvatar a motion state so we don't have to do this
|
||||
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
|
||||
contacts.emplace_back(Physics::getSessionUUID(), bulletToGLM(penetrationPoint), bulletToGLM(otherPenetrationPoint));
|
||||
}
|
||||
|
||||
if (!(otherBody->getInternalType() & btCollisionObject::CO_RIGID_BODY)) {
|
||||
return 0;
|
||||
}
|
||||
const btRigidBody* collisionCandidate = static_cast<const btRigidBody*>(otherBody);
|
||||
const btMotionState* motionStateCandidate = collisionCandidate->getMotionState();
|
||||
|
||||
const btMotionState* motionStateCandidate = collisionCandidate->getMotionState();
|
||||
const ObjectMotionState* candidate = dynamic_cast<const ObjectMotionState*>(motionStateCandidate);
|
||||
if (!candidate || candidate->getType() != desiredObjectType) {
|
||||
return 0;
|
||||
|
@ -908,7 +915,13 @@ protected:
|
|||
};
|
||||
|
||||
const std::vector<ContactTestResult> PhysicsEngine::getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const {
|
||||
auto contactCallback = AllContactsCallback(desiredObjectType, regionShapeInfo, regionTransform);
|
||||
// TODO: Give MyAvatar a motion state so we don't have to do this
|
||||
btCollisionObject* myAvatarCollisionObject = nullptr;
|
||||
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && _myAvatarController) {
|
||||
myAvatarCollisionObject = _myAvatarController->getCollisionObject();
|
||||
}
|
||||
|
||||
auto contactCallback = AllContactsCallback(desiredObjectType, regionShapeInfo, regionTransform, myAvatarCollisionObject);
|
||||
_dynamicsWorld->contactTest(&contactCallback.collisionObject, contactCallback);
|
||||
|
||||
return contactCallback.contacts;
|
||||
|
|
Loading…
Reference in a new issue