Rename PhysicsEngine::getCollidingInRegion to contactTest and change it to accept collision flags instead of a MotionState enum

This commit is contained in:
sabrina-shanman 2018-08-17 12:50:50 -07:00
parent b65572725d
commit 2933038d04
4 changed files with 15 additions and 22 deletions

View file

@ -12,6 +12,7 @@
#include <glm/gtx/transform.hpp>
#include "PhysicsCollisionGroups.h"
#include "ScriptEngineLogging.h"
#include "UUIDHasher.h"
@ -356,7 +357,7 @@ PickResultPointer CollisionPick::getEntityIntersection(const CollisionRegion& pi
return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::make_shared<std::vector<ContactTestResult>>(), std::make_shared<std::vector<ContactTestResult>>());
}
auto entityIntersections = _physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_ENTITY, *pick.shapeInfo, pick.transform);
auto entityIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_ENTITIES, *pick.shapeInfo, pick.transform);
filterIntersections(entityIntersections);
return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, entityIntersections, std::make_shared<std::vector<ContactTestResult>>());
}
@ -371,7 +372,7 @@ PickResultPointer CollisionPick::getAvatarIntersection(const CollisionRegion& pi
return std::make_shared<CollisionPickResult>(pick.toVariantMap(), CollisionPickResult::LOAD_STATE_NOT_LOADED, std::make_shared<std::vector<ContactTestResult>>(), std::make_shared<std::vector<ContactTestResult>>());
}
auto avatarIntersections = _physicsEngine->getCollidingInRegion(MOTIONSTATE_TYPE_AVATAR, *pick.shapeInfo, pick.transform);
auto avatarIntersections = _physicsEngine->contactTest(USER_COLLISION_MASK_AVATARS, *pick.shapeInfo, pick.transform);
filterIntersections(avatarIntersections);
return std::make_shared<CollisionPickResult>(pick, CollisionPickResult::LOAD_STATE_LOADED, std::make_shared<std::vector<ContactTestResult>>(), avatarIntersections);
}

View file

@ -863,13 +863,9 @@ void PhysicsEngine::setShowBulletConstraintLimits(bool value) {
}
}
const int32_t CONTACT_CALLBACK_FLAG_ENTITY = BULLET_COLLISION_GROUP_STATIC | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_DYNAMIC;
const int32_t CONTACT_CALLBACK_FLAG_AVATAR = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
AllContactsCallback(MotionStateType desiredObjectType, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
AllContactsCallback(int32_t mask, int32_t group, const ShapeInfo& shapeInfo, const Transform& transform, btCollisionObject* myAvatarCollisionObject) :
btCollisionWorld::ContactResultCallback(),
desiredObjectType(desiredObjectType),
collisionObject(),
myAvatarCollisionObject(myAvatarCollisionObject) {
const btCollisionShape* collisionShape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
@ -882,20 +878,14 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
collisionObject.setWorldTransform(bulletTransform);
m_collisionFilterGroup = ~0; // Everything collidable should collide with our test object unless we set the filter mask otherwise
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR) {
m_collisionFilterMask = CONTACT_CALLBACK_FLAG_AVATAR;
}
else {
m_collisionFilterMask = CONTACT_CALLBACK_FLAG_ENTITY;
}
m_collisionFilterMask = mask;
m_collisionFilterGroup = group;
}
~AllContactsCallback() {
ObjectMotionState::getShapeManager()->releaseShape(collisionObject.getCollisionShape());
}
MotionStateType desiredObjectType;
btCollisionObject collisionObject;
std::shared_ptr<std::vector<ContactTestResult>> contacts = std::make_shared<std::vector<ContactTestResult>>();
btCollisionObject* myAvatarCollisionObject;
@ -915,7 +905,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
}
// TODO: Give MyAvatar a motion state so we don't have to do this
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
if ((m_collisionFilterMask & BULLET_COLLISION_GROUP_MY_AVATAR) && myAvatarCollisionObject && myAvatarCollisionObject == otherBody) {
contacts->emplace_back(Physics::getSessionUUID(), bulletToGLM(penetrationPoint), bulletToGLM(otherPenetrationPoint));
return 0;
}
@ -927,7 +917,7 @@ struct AllContactsCallback : public btCollisionWorld::ContactResultCallback {
const btMotionState* motionStateCandidate = collisionCandidate->getMotionState();
const ObjectMotionState* candidate = dynamic_cast<const ObjectMotionState*>(motionStateCandidate);
if (!candidate || candidate->getType() != desiredObjectType) {
if (!candidate) {
return 0;
}
@ -943,14 +933,14 @@ protected:
}
};
std::shared_ptr<std::vector<ContactTestResult>> PhysicsEngine::getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const {
std::shared_ptr<std::vector<ContactTestResult>> PhysicsEngine::contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group) const {
// TODO: Give MyAvatar a motion state so we don't have to do this
btCollisionObject* myAvatarCollisionObject = nullptr;
if (desiredObjectType == MOTIONSTATE_TYPE_AVATAR && _myAvatarController) {
if ((mask & USER_COLLISION_GROUP_MY_AVATAR) && _myAvatarController) {
myAvatarCollisionObject = _myAvatarController->getCollisionObject();
}
auto contactCallback = AllContactsCallback(desiredObjectType, regionShapeInfo, regionTransform, myAvatarCollisionObject);
auto contactCallback = AllContactsCallback((int32_t)mask, (int32_t)group, regionShapeInfo, regionTransform, myAvatarCollisionObject);
_dynamicsWorld->contactTest(&contactCallback.collisionObject, contactCallback);
return contactCallback.contacts;

View file

@ -125,8 +125,9 @@ public:
void setShowBulletConstraints(bool value);
void setShowBulletConstraintLimits(bool value);
// Function for getting colliding ObjectMotionStates in the world of specified type
std::shared_ptr<std::vector<ContactTestResult>> getCollidingInRegion(MotionStateType desiredObjectType, const ShapeInfo& regionShapeInfo, const Transform& regionTransform) const;
// Function for getting colliding objects in the world of specified type
// See PhysicsCollisionGroups.h for mask flags.
std::shared_ptr<std::vector<ContactTestResult>> contactTest(uint16_t mask, const ShapeInfo& regionShapeInfo, const Transform& regionTransform, uint16_t group = USER_COLLISION_GROUP_DYNAMIC) const;
private:
QList<EntityDynamicPointer> removeDynamicsForBody(btRigidBody* body);

View file

@ -104,6 +104,7 @@ const uint16_t ENTITY_COLLISION_MASK_DEFAULT =
USER_COLLISION_GROUP_OTHER_AVATAR;
const uint16_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
const uint16_t USER_COLLISION_MASK_ENTITIES = USER_COLLISION_GROUP_STATIC | USER_COLLISION_GROUP_DYNAMIC | USER_COLLISION_GROUP_KINEMATIC;
const int32_t NUM_USER_COLLISION_GROUPS = 5;