Fixing conflicts
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@@ -173,7 +173,7 @@ CharacterController::CollisionFlags CharacterController::Move(const Vector3& dis
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filters.mFilterData = (PxFilterData*)&_filterData;
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filters.mFilterCallback = GetPhysicsScene()->GetCharacterQueryFilterCallback();
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filters.mFilterFlags = PxQueryFlag::eDYNAMIC | PxQueryFlag::eSTATIC | PxQueryFlag::ePREFILTER;
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filters.mCCTFilterCallback = Physics::GetCharacterControllerFilterCallback();
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filters.mCCTFilterCallback = GetPhysicsScene()->GetCharacterControllerFilterCallback();
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result = (CollisionFlags)(byte)_controller->move(C2P(displacement), _minMoveDistance, deltaTime, filters);
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_lastFlags = result;
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@@ -218,6 +218,52 @@ public:
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}
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};
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class CharacterControllerFilter : public PxControllerFilterCallback
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{
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private:
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PxShape* getShape(const PxController& controller)
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{
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PxRigidDynamic* actor = controller.getActor();
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// Early out if no actor or no shapes
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if (!actor || actor->getNbShapes() < 1)
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return nullptr;
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// Get first shape only.
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PxShape* shape = nullptr;
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actor->getShapes(&shape, 1);
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return shape;
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}
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public:
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bool filter(const PxController& a, const PxController& b) override
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{
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// Early out to avoid crashing
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PxShape* shapeA = getShape(a);
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if (!shapeA)
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return false;
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PxShape* shapeB = getShape(b);
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if (!shapeB)
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return false;
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// Let triggers through
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if (PxFilterObjectIsTrigger(shapeB->getFlags()))
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return false;
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// Trigger the contact callback for pairs (A,B) where the filtermask of A contains the ID of B and vice versa
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const PxFilterData shapeFilterA = shapeA->getQueryFilterData();
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const PxFilterData shapeFilterB = shapeB->getQueryFilterData();
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if (shapeFilterA.word0 & shapeFilterB.word1)
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return true;
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return false;
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}
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};
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PxQueryFilterCallback* PhysicsScene::GetQueryFilterCallback()
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{
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static QueryFilter Filter;
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@@ -230,6 +276,12 @@ PxQueryFilterCallback* PhysicsScene::GetCharacterQueryFilterCallback()
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return &Filter;
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}
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PxControllerFilterCallback* PhysicsScene::GetCharacterControllerFilterCallback()
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{
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static CharacterControllerFilter Filter;
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return &Filter;
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}
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bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
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{
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// Prepare data
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@@ -165,6 +165,11 @@ public:
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/// </summary>
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PxQueryFilterCallback* GetCharacterQueryFilterCallback();
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/// <summary>
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/// Gets the default controller filter callback used for the character controller collisions detection.
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/// </summary>
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static PxControllerFilterCallback* GetCharacterControllerFilterCallback();
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/// <summary>
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/// Performs a raycast against objects in the scene.
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/// </summary>
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