first attempt: hit detection with a sphere (not finished)

pull/51/head
gus 12 years ago
parent b248d85b84
commit 830762722d

@ -268,6 +268,7 @@ namespace MWWorld
std::pair <std::string, float> result;
/*auto*/ result = mEngine->rayTest(origin, dest);
result.second *= queryDistance;
return std::make_pair (result.second, result.first);
}
@ -316,7 +317,11 @@ namespace MWWorld
std::pair<std::string,float> result = mEngine->rayTest(origin, dest);
result.second *= queryDistance;
return result;
std::pair<std::string,btVector3> result2 = mEngine->sphereTest(queryDistance,origin);
std::cout << "physic system: getFacedHandle" << result2.first << result2.second.length();
return std::make_pair (result2.first,result2.second.length());
//return result;
}

@ -545,15 +545,63 @@ namespace Physic
if (body && !(col0->getBroadphaseHandle()->m_collisionFilterGroup
& CollisionType_Raycasting))
mResult.push_back(body->mName);
return 0.f;
}
#endif
};
struct AabbResultCallback : public btBroadphaseAabbCallback {
std::vector<RigidBody*> hits;
//AabbResultCallback(){}
virtual bool process(const btBroadphaseProxy* proxy) {
RigidBody* collisionObject = static_cast<RigidBody*>(proxy->m_clientObject);
if(proxy->m_collisionFilterGroup == CollisionType_Actor && (collisionObject->mName != "player"))
this->hits.push_back(collisionObject);
return true;
}
};
std::string PhysicEngine::sphereTest(float radius,btVector3& pos)
std::pair<std::string,btVector3> PhysicEngine::sphereTest(float radius,btVector3& pos)
{
AabbResultCallback callback;
/*btDefaultMotionState* newMotionState =
new btDefaultMotionState(btTransform(btQuaternion(0,0,0,1),pos));
btCollisionShape * shape = new btSphereShape(radius);
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo
(0,newMotionState, shape);
RigidBody* body = new RigidBody(CI,"hitDetectionShpere__");
btTransform tr = body->getWorldTransform();
tr.setOrigin(pos);
body->setWorldTransform(tr);
dynamicsWorld->addRigidBody(body,CollisionType_Actor,CollisionType_World|CollisionType_World);
body->setWorldTransform(tr);*/
btVector3 aabbMin = pos - radius*btVector3(1.0f, 1.0f, 1.0f);
btVector3 aabbMax = pos + radius*btVector3(1.0f, 1.0f, 1.0f);
broadphase->aabbTest(aabbMin,aabbMax,callback);
for(int i=0;i<callback.hits.size();i++)
{
if((callback.hits[i]->getWorldTransform().getOrigin()-pos).length()<radius)
{
return std::make_pair(callback.hits[i]->mName,callback.hits[i]->getWorldTransform().getOrigin());
}
}
//ContactTestResultCallback callback;
//dynamicsWorld->contactTest(body, callback);
//dynamicsWorld->removeRigidBody(body);
//delete body;
//delete shape;
//if(callback.mResultName.empty()) return std::make_pair(std::string(""),btVector3(0,0,0));
/*for(int i=0;i<callback.mResultName.size();i++)
{
//TODO: raycasting
if(callback.mResultName[i] != "hitDetectionShpere__")
return std::pair<std::string,btVector3>(callback.mResultName[i],callback.mResultContact[i]);
*/
return std::make_pair(std::string(""),btVector3(0,0,0));
}
std::vector<std::string> PhysicEngine::getCollisions(const std::string& name)

@ -307,7 +307,7 @@ public:
std::pair<bool, float> sphereCast (float radius, btVector3& from, btVector3& to);
///< @return (hit, relative distance)
std::string sphereTest(float radius,btVector3& pos);
std::pair<std::string,btVector3> sphereTest(float radius,btVector3& pos);
std::vector<std::string> getCollisions(const std::string& name);

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