Merge branch 'capsule_trace_fix' of git://github.com/GoaLitiuM/FlaxEngine into GoaLitiuM-capsule_trace_fix

This commit is contained in:
Wojtek Figat
2021-04-29 10:15:43 +02:00
2 changed files with 12 additions and 9 deletions

View File

@@ -425,11 +425,11 @@ bool Physics::CheckSphere(const Vector3& center, const float radius, uint32 laye
return GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback());
}
bool Physics::CheckCapsule(const Vector3& center, const float radius, const float height, uint32 layerMask, bool hitTriggers)
bool Physics::CheckCapsule(const Vector3& center, const float radius, const float height, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
// Prepare data
SCENE_QUERY_SETUP_OVERLAP_1();
const PxTransform pose(C2P(center));
const PxTransform pose(C2P(center), C2P(rotation));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform overlap test
@@ -470,11 +470,11 @@ bool Physics::OverlapSphere(const Vector3& center, const float radius, Array<Col
return true;
}
bool Physics::OverlapCapsule(const Vector3& center, const float radius, const float height, Array<Collider*>& results, uint32 layerMask, bool hitTriggers)
bool Physics::OverlapCapsule(const Vector3& center, const float radius, const float height, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
// Prepare data
SCENE_QUERY_SETUP_OVERLAP();
const PxTransform pose(C2P(center));
const PxTransform pose(C2P(center), C2P(rotation));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform overlap test
@@ -521,11 +521,11 @@ bool Physics::OverlapSphere(const Vector3& center, const float radius, Array<Phy
return true;
}
bool Physics::OverlapCapsule(const Vector3& center, const float radius, const float height, Array<PhysicsColliderActor*>& results, uint32 layerMask, bool hitTriggers)
bool Physics::OverlapCapsule(const Vector3& center, const float radius, const float height, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
// Prepare data
SCENE_QUERY_SETUP_OVERLAP();
const PxTransform pose(C2P(center));
const PxTransform pose(C2P(center), C2P(rotation));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform overlap test

View File

@@ -339,10 +339,11 @@ public:
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool CheckCapsule(const Vector3& center, float radius, float height, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
API_FUNCTION() static bool CheckCapsule(const Vector3& center, float radius, float height, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
/// <summary>
/// Finds all colliders touching or inside of the given box.
@@ -374,10 +375,11 @@ public:
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
/// <summary>
/// Finds all colliders touching or inside of the given box.
@@ -409,10 +411,11 @@ public:
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</param>
/// <param name="layerMask">The layer mask used to filter the results.</param>
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
/// <returns>True if capsule overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
public: