Esempio n. 1
0
void PhysicsWorld::ConvexCast(PhysicsRaycastResult& result, CollisionShape* shape, const Vector3& startPos, const Quaternion& startRot, const Vector3& endPos, const Quaternion& endRot, unsigned collisionMask)
{
    if (!shape || !shape->GetCollisionShape())
    {
        LOGERROR("Null collision shape for convex cast");
        result.body_ = 0;
        result.position_ = Vector3::ZERO;
        result.normal_ = Vector3::ZERO;
        result.distance_ = M_INFINITY;
        return;
    }

    // If shape is attached in a rigidbody, set its collision group temporarily to 0 to make sure it is not returned in the sweep result
    RigidBody* bodyComp = shape->GetComponent<RigidBody>();
    btRigidBody* body = bodyComp ? bodyComp->GetBody() : (btRigidBody*)0;
    btBroadphaseProxy* proxy = body ? body->getBroadphaseProxy() : (btBroadphaseProxy*)0;
    short group = 0;
    if (proxy)
    {
        group = proxy->m_collisionFilterGroup;
        proxy->m_collisionFilterGroup = 0;
    }

    ConvexCast(result, shape->GetCollisionShape(), startPos, startRot, endPos, endRot, collisionMask);

    // Restore the collision group
    if (proxy)
        proxy->m_collisionFilterGroup = group;
}
void PhysicsWorld::ConvexCast(PhysicsRaycastResult& result, CollisionShape* shape, const Vector3& startPos,
    const Quaternion& startRot, const Vector3& endPos, const Quaternion& endRot, unsigned collisionMask)
{
    if (!shape || !shape->GetCollisionShape())
    {
        ATOMIC_LOGERROR("Null collision shape for convex cast");
        result.body_ = 0;
        result.position_ = Vector3::ZERO;
        result.normal_ = Vector3::ZERO;
        result.distance_ = M_INFINITY;
        result.hitFraction_ = 0.0f;
        return;
    }

    // If shape is attached in a rigidbody, set its collision group temporarily to 0 to make sure it is not returned in the sweep result
    RigidBody* bodyComp = shape->GetComponent<RigidBody>();
    btRigidBody* body = bodyComp ? bodyComp->GetBody() : (btRigidBody*)0;
    btBroadphaseProxy* proxy = body ? body->getBroadphaseProxy() : (btBroadphaseProxy*)0;
    short group = 0;
    if (proxy)
    {
        group = proxy->m_collisionFilterGroup;
        proxy->m_collisionFilterGroup = 0;
    }

    // Take the shape's offset position & rotation into account
    Node* shapeNode = shape->GetNode();
    Matrix3x4 startTransform(startPos, startRot, shapeNode ? shapeNode->GetWorldScale() : Vector3::ONE);
    Matrix3x4 endTransform(endPos, endRot, shapeNode ? shapeNode->GetWorldScale() : Vector3::ONE);
    Vector3 effectiveStartPos = startTransform * shape->GetPosition();
    Vector3 effectiveEndPos = endTransform * shape->GetPosition();
    Quaternion effectiveStartRot = startRot * shape->GetRotation();
    Quaternion effectiveEndRot = endRot * shape->GetRotation();

    ConvexCast(result, shape->GetCollisionShape(), effectiveStartPos, effectiveStartRot, effectiveEndPos, effectiveEndRot, collisionMask);

    // Restore the collision group
    if (proxy)
        proxy->m_collisionFilterGroup = group;
}