Add physics queries for convex meshes
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@@ -2,6 +2,7 @@
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#include "Physics.h"
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#include "Utilities.h"
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#include "CollisionData.h"
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#include "Actors/PhysicsColliderActor.h"
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#include <ThirdParty/PhysX/PxScene.h>
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#include <ThirdParty/PhysX/PxQueryFiltering.h>
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@@ -403,6 +404,57 @@ bool Physics::CapsuleCastAll(const Vector3& center, const float radius, const fl
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return true;
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}
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bool Physics::ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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// Prepare data
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SCENE_QUERY_SETUP_SWEEP_1();
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const PxTransform pose(C2P(center), C2P(rotation));
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const PxConvexMeshGeometry geometry(convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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// Perform sweep test
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return GetScene()->sweep(geometry, pose, C2P(direction), maxDistance, buffer, hitFlags, filterData, GetQueryFilterCallback());
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}
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bool Physics::ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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// Prepare data
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SCENE_QUERY_SETUP_SWEEP_1();
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const PxTransform pose(C2P(center), C2P(rotation));
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const PxConvexMeshGeometry geometry(convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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// Perform sweep test
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if (!GetScene()->sweep(geometry, pose, C2P(direction), maxDistance, buffer, hitFlags, filterData, GetQueryFilterCallback()))
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return false;
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// Collect results
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SCENE_QUERY_COLLECT_SINGLE();
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return true;
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}
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bool Physics::ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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// Prepare data
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SCENE_QUERY_SETUP_SWEEP();
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const PxTransform pose(C2P(center), C2P(rotation));
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const PxConvexMeshGeometry geometry(convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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// Perform sweep test
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if (!GetScene()->sweep(geometry, pose, C2P(direction), maxDistance, buffer, hitFlags, filterData, GetQueryFilterCallback()))
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return false;
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// Collect results
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SCENE_QUERY_COLLECT_ALL();
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return true;
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}
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bool Physics::CheckBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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// Prepare data
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@@ -436,6 +488,19 @@ bool Physics::CheckCapsule(const Vector3& center, const float radius, const floa
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return GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback());
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}
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bool Physics::CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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// Prepare data
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SCENE_QUERY_SETUP_OVERLAP_1();
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const PxTransform pose(C2P(center), C2P(rotation));
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const PxConvexMeshGeometry geometry(convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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// Perform overlap test
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return GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback());
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}
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bool Physics::OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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// Prepare data
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@@ -487,6 +552,25 @@ bool Physics::OverlapCapsule(const Vector3& center, const float radius, const fl
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return true;
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}
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bool Physics::OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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// Prepare data
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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center), C2P(rotation));
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const PxConvexMeshGeometry geometry(convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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// Perform overlap test
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if (!GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback()))
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return false;
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// Collect results
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SCENE_QUERY_COLLECT_OVERLAP_COLLIDER();
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return true;
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}
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bool Physics::OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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// Prepare data
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@@ -537,3 +621,22 @@ bool Physics::OverlapCapsule(const Vector3& center, const float radius, const fl
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return true;
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}
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bool Physics::OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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CHECK_RETURN(convexMesh && convexMesh->GetOptions().Type == CollisionDataType::ConvexMesh, false)
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// Prepare data
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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center), C2P(rotation));
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const PxConvexMeshGeometry geometry(convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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// Perform overlap test
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if (!GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback()))
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return false;
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// Collect results
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SCENE_QUERY_COLLECT_OVERLAP();
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return true;
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}
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