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Merge pull request #13833 from sabrina-shanman/stt_performance
Performance improvements for Collision Pick API
This commit is contained in:
commit
e6c81cdfba
5 changed files with 57 additions and 41 deletions
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@ -12,9 +12,33 @@
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#include <glm/gtx/transform.hpp>
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#include "PhysicsCollisionGroups.h"
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#include "ScriptEngineLogging.h"
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#include "UUIDHasher.h"
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PickResultPointer CollisionPickResult::compareAndProcessNewResult(const PickResultPointer& newRes) {
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const std::shared_ptr<CollisionPickResult> newCollisionResult = std::static_pointer_cast<CollisionPickResult>(newRes);
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if (entityIntersections.size()) {
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entityIntersections.insert(entityIntersections.cend(), newCollisionResult->entityIntersections.begin(), newCollisionResult->entityIntersections.end());
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} else {
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entityIntersections = newCollisionResult->entityIntersections;
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}
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if (avatarIntersections.size()) {
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avatarIntersections.insert(avatarIntersections.cend(), newCollisionResult->avatarIntersections.begin(), newCollisionResult->avatarIntersections.end());
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} else {
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avatarIntersections = newCollisionResult->avatarIntersections;
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}
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intersects = entityIntersections.size() || avatarIntersections.size();
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if (newCollisionResult->loadState == LOAD_STATE_NOT_LOADED || loadState == LOAD_STATE_UNKNOWN) {
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loadState = (LoadState)newCollisionResult->loadState;
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}
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return std::make_shared<CollisionPickResult>(*this);
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}
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void buildObjectIntersectionsMap(IntersectionType intersectionType, const std::vector<ContactTestResult>& objectIntersections, std::unordered_map<QUuid, QVariantMap>& intersections, std::unordered_map<QUuid, QVariantList>& collisionPointPairs) {
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for (auto& objectIntersection : objectIntersections) {
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auto at = intersections.find(objectIntersection.foundID);
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@ -308,20 +332,27 @@ CollisionRegion CollisionPick::getMathematicalPick() const {
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return _mathPick;
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}
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const std::vector<ContactTestResult> CollisionPick::filterIntersections(const std::vector<ContactTestResult>& intersections) const {
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std::vector<ContactTestResult> filteredIntersections;
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void CollisionPick::filterIntersections(std::vector<ContactTestResult>& intersections) const {
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const QVector<QUuid>& ignoreItems = getIgnoreItems();
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const QVector<QUuid>& includeItems = getIncludeItems();
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bool isWhitelist = includeItems.size();
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for (const auto& intersection : intersections) {
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bool isWhitelist = !includeItems.empty();
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if (!isWhitelist && ignoreItems.empty()) {
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return;
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}
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std::vector<ContactTestResult> filteredIntersections;
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int n = (int)intersections.size();
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for (int i = 0; i < n; i++) {
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auto& intersection = intersections[i];
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const QUuid& id = intersection.foundID;
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if (!ignoreItems.contains(id) && (!isWhitelist || includeItems.contains(id))) {
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filteredIntersections.push_back(intersection);
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}
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}
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return filteredIntersections;
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intersections = filteredIntersections;
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}
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PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pick) {
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@ -330,7 +361,8 @@ PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pi
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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const auto& entityIntersections = filterIntersections(_physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_ENTITY, *pick.shapeInfo, pick.transform));
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auto entityIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_ENTITIES, *pick.shapeInfo, pick.transform);
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filterIntersections(entityIntersections);
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return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, entityIntersections, std::vector<ContactTestResult>());
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}
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@ -343,8 +375,9 @@ PickResultPointer CollisionPick::getAvatarIntersection(const CollisionRegion& pi
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// Cannot compute result
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::vector<ContactTestResult>(), std::vector<ContactTestResult>());
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}
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const auto& avatarIntersections = filterIntersections(_physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_AVATAR, *pick.shapeInfo, pick.transform));
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auto avatarIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_AVATARS, *pick.shapeInfo, pick.transform);
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filterIntersections(avatarIntersections);
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return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, std::vector<ContactTestResult>(), avatarIntersections);
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}
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@ -49,23 +49,7 @@ public:
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bool doesIntersect() const override { return intersects; }
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bool checkOrFilterAgainstMaxDistance(float maxDistance) override { return true; }
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PickResultPointer compareAndProcessNewResult(const PickResultPointer& newRes) override {
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const std::shared_ptr<CollisionPickResult> newCollisionResult = std::static_pointer_cast<CollisionPickResult>(newRes);
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for (ContactTestResult& entityIntersection : newCollisionResult->entityIntersections) {
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entityIntersections.push_back(entityIntersection);
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}
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for (ContactTestResult& avatarIntersection : newCollisionResult->avatarIntersections) {
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avatarIntersections.push_back(avatarIntersection);
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}
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intersects = entityIntersections.size() || avatarIntersections.size();
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if (newCollisionResult->loadState == LOAD_STATE_NOT_LOADED || loadState == LOAD_STATE_UNKNOWN) {
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loadState = (LoadState)newCollisionResult->loadState;
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}
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return std::make_shared<CollisionPickResult>(*this);
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}
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PickResultPointer compareAndProcessNewResult(const PickResultPointer& newRes) override;
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};
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class CollisionPick : public Pick<CollisionRegion> {
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@ -92,7 +76,7 @@ protected:
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// Returns true if pick.shapeInfo is valid. Otherwise, attempts to get the shapeInfo ready for use.
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bool isShapeInfoReady();
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void computeShapeInfo(CollisionRegion& pick, ShapeInfo& shapeInfo, QSharedPointer<GeometryResource> resource);
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const std::vector<ContactTestResult> filterIntersections(const std::vector<ContactTestResult>& intersections) const;
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void filterIntersections(std::vector<ContactTestResult>& intersections) const;
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CollisionRegion _mathPick;
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PhysicsEnginePointer _physicsEngine;
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@ -843,9 +843,8 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
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}
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struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
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AllContactsCallback(MotionStateType desiredObjectType, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
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AllContactsCallback(int32_t mask, int32_t group, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
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btCollisionWorld::ContactResultCallback(),
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desiredObjectType(desiredObjectType),
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collisionObject(),
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contacts(),
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myAvatarCollisionObject(myAvatarCollisionObject) {
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@ -858,21 +857,19 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
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bulletTransform.setRotation(glmToBullet(transform.getRotation()));
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collisionObject.setWorldTransform(bulletTransform);
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m_collisionFilterMask = mask;
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m_collisionFilterGroup = group;
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}
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~AllContactsCallback() {
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ObjectMotionState::getShapeManager()->releaseShape(collisionObject.getCollisionShape());
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}
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MotionStateType desiredObjectType;
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btCollisionObject collisionObject;
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std::vector<ContactTestResult> contacts;
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btCollisionObject* myAvatarCollisionObject;
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bool needsCollision(btBroadphaseProxy* proxy) const override {
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return true;
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}
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btScalar addSingleResult(btManifoldPoint& cp, const btCollisionObjectWrapper* colObj0, int partId0, int index0, const btCollisionObjectWrapper* colObj1, int partId1, int index1) override {
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const btCollisionObject* otherBody;
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btVector3 penetrationPoint;
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@ -888,7 +885,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
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}
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// TODO: Give MyAvatar a motion state so we don't have to do this
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if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
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if ((m_collisionFilterMask & BULLET_COLLISION_GROUP_MY_AVATAR) && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
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contacts.emplace_back(Physics::getSessionUUID(), bulletToGLM(penetrationPoint), bulletToGLM(otherPenetrationPoint));
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return 0;
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}
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@ -900,7 +897,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
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const btMotionState* motionStateCandidate = collisionCandidate->getMotionState();
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const ObjectMotionState* candidate = dynamic_cast<const ObjectMotionState*>(motionStateCandidate);
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if (!candidate || candidate->getType() != desiredObjectType) {
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if (!candidate) {
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return 0;
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}
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@ -916,14 +913,14 @@ protected:
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}
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};
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const std::vector<ContactTestResult> PhysicsEngine::getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const {
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std::vector<ContactTestResult> PhysicsEngine::contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group) const {
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// TODO: Give MyAvatar a motion state so we don't have to do this
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btCollisionObject* myAvatarCollisionObject = nullptr;
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if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && _myAvatarController) {
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if ((mask & USER_COLLISION_GROUP_MY_AVATAR) && _myAvatarController) {
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myAvatarCollisionObject = _myAvatarController->getCollisionObject();
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}
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auto contactCallback = AllContactsCallback(desiredObjectType, regionShapeInfo, regionTransform, myAvatarCollisionObject);
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auto contactCallback = AllContactsCallback((int32_t)mask, (int32_t)group, regionShapeInfo, regionTransform, myAvatarCollisionObject);
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_dynamicsWorld->contactTest(&contactCallback.collisionObject, contactCallback);
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return contactCallback.contacts;
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@ -125,8 +125,9 @@ public:
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void setShowBulletConstraints(bool value);
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void setShowBulletConstraintLimits(bool value);
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// Function for getting colliding ObjectMotionStates in the world of specified type
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const std::vector<ContactTestResult> getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const;
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// Function for getting colliding objects in the world of specified type
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// See PhysicsCollisionGroups.h for mask flags.
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std::vector<ContactTestResult> contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC) const;
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private:
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QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);
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@ -104,6 +104,7 @@ const uint16_t ENTITY_COLLISION_MASK_DEFAULT =
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USER_COLLISION_GROUP_OTHER_AVATAR;
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const uint16_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
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const uint16_t USER_COLLISION_MASK_ENTITIES = USER_COLLISION_GROUP_STATIC | USER_COLLISION_GROUP_DYNAMIC | USER_COLLISION_GROUP_KINEMATIC;
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const int32_t NUM_USER_COLLISION_GROUPS = 5;
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