Fixing conflicts

This commit is contained in:
Iain Mckay
2022-01-05 14:33:25 +01:00
parent a5884a2e07
commit 498040765b
3 changed files with 58 additions and 1 deletions

View File

@@ -173,7 +173,7 @@ CharacterController::CollisionFlags CharacterController::Move(const Vector3& dis
filters.mFilterData = (PxFilterData*)&_filterData;
filters.mFilterCallback = GetPhysicsScene()->GetCharacterQueryFilterCallback();
filters.mFilterFlags = PxQueryFlag::eDYNAMIC | PxQueryFlag::eSTATIC | PxQueryFlag::ePREFILTER;
filters.mCCTFilterCallback = Physics::GetCharacterControllerFilterCallback();
filters.mCCTFilterCallback = GetPhysicsScene()->GetCharacterControllerFilterCallback();
result = (CollisionFlags)(byte)_controller->move(C2P(displacement), _minMoveDistance, deltaTime, filters);
_lastFlags = result;

View File

@@ -218,6 +218,52 @@ public:
}
};
class CharacterControllerFilter : public PxControllerFilterCallback
{
private:
PxShape* getShape(const PxController& controller)
{
PxRigidDynamic* actor = controller.getActor();
// Early out if no actor or no shapes
if (!actor || actor->getNbShapes() < 1)
return nullptr;
// Get first shape only.
PxShape* shape = nullptr;
actor->getShapes(&shape, 1);
return shape;
}
public:
bool filter(const PxController& a, const PxController& b) override
{
// Early out to avoid crashing
PxShape* shapeA = getShape(a);
if (!shapeA)
return false;
PxShape* shapeB = getShape(b);
if (!shapeB)
return false;
// Let triggers through
if (PxFilterObjectIsTrigger(shapeB->getFlags()))
return false;
// Trigger the contact callback for pairs (A,B) where the filtermask of A contains the ID of B and vice versa
const PxFilterData shapeFilterA = shapeA->getQueryFilterData();
const PxFilterData shapeFilterB = shapeB->getQueryFilterData();
if (shapeFilterA.word0 & shapeFilterB.word1)
return true;
return false;
}
};
PxQueryFilterCallback* PhysicsScene::GetQueryFilterCallback()
{
static QueryFilter Filter;
@@ -230,6 +276,12 @@ PxQueryFilterCallback* PhysicsScene::GetCharacterQueryFilterCallback()
return &Filter;
}
PxControllerFilterCallback* PhysicsScene::GetCharacterControllerFilterCallback()
{
static CharacterControllerFilter Filter;
return &Filter;
}
bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
// Prepare data

View File

@@ -165,6 +165,11 @@ public:
/// </summary>
PxQueryFilterCallback* GetCharacterQueryFilterCallback();
/// <summary>
/// Gets the default controller filter callback used for the character controller collisions detection.
/// </summary>
static PxControllerFilterCallback* GetCharacterControllerFilterCallback();
/// <summary>
/// Performs a raycast against objects in the scene.
/// </summary>