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Rename PhysicsEngine::getCollidingInRegion to contactTest and change it to accept collision flags instead of a MotionState enum
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b65572725d
commit
2933038d04
4 changed files with 15 additions and 22 deletions
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@ -12,6 +12,7 @@
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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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@ -356,7 +357,7 @@ PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pi
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::make_shared<std::vector<ContactTestResult>>(), std::make_shared<std::vector<ContactTestResult>>());
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}
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auto entityIntersections = _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::make_shared<std::vector<ContactTestResult>>());
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}
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@ -371,7 +372,7 @@ PickResultPointer CollisionPick::getAvatarIntersection(const CollisionRegion& pi
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return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::make_shared<std::vector<ContactTestResult>>(), std::make_shared<std::vector<ContactTestResult>>());
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}
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auto avatarIntersections = _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::make_shared<std::vector<ContactTestResult>>(), avatarIntersections);
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}
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@ -863,13 +863,9 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
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}
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}
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const int32_t CONTACT_CALLBACK_FLAG_ENTITY = BULLET_COLLISION_GROUP_STATIC | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_DYNAMIC;
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const int32_t CONTACT_CALLBACK_FLAG_AVATAR = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
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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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myAvatarCollisionObject(myAvatarCollisionObject) {
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const btCollisionShape* collisionShape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
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@ -882,20 +878,14 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
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collisionObject.setWorldTransform(bulletTransform);
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m_collisionFilterGroup = ~0; // Everything collidable should collide with our test object unless we set the filter mask otherwise
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if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR) {
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m_collisionFilterMask = CONTACT_CALLBACK_FLAG_AVATAR;
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}
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else {
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m_collisionFilterMask = CONTACT_CALLBACK_FLAG_ENTITY;
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}
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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::shared_ptr<std::vector<ContactTestResult>> contacts = std::make_shared<std::vector<ContactTestResult>>();
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btCollisionObject* myAvatarCollisionObject;
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@ -915,7 +905,7 @@ 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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@ -927,7 +917,7 @@ 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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@ -943,14 +933,14 @@ protected:
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}
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};
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std::shared_ptr<std::vector<ContactTestResult>> PhysicsEngine::getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const {
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std::shared_ptr<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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std::shared_ptr<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::shared_ptr<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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