Move collider shape raycasting utilities to the PhysicsColliderActor class
This commit is contained in:
@@ -5,6 +5,7 @@
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#include "Engine/Level/Actor.h"
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#include "Engine/Physics/Collisions.h"
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struct RayCastHit;
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struct Collision;
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/// <summary>
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@@ -42,6 +43,40 @@ public:
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/// <returns>The rigid body or null.</returns>
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API_PROPERTY() virtual RigidBody* GetAttachedRigidBody() const = 0;
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/// <summary>
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/// Performs a raycast against this collider shape.
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/// </summary>
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/// <param name="origin">The origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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/// <param name="resultHitDistance">The raycast result hit position distance from the ray origin. Valid only if raycast hits anything.</param>
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION(Sealed) virtual bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) float& resultHitDistance, float maxDistance = MAX_float) const = 0;
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/// <summary>
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/// Performs a raycast against this collider, returns results in a RaycastHit structure.
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/// </summary>
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/// <param name="origin">The origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION(Sealed) virtual bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float) const = 0;
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/// <summary>
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/// Gets a point on the collider that is closest to a given location. Can be used to find a hit location or position to apply explosion force or any other special effects.
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/// </summary>
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/// <param name="point">The position to find the closest point to it.</param>
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/// <param name="result">The result point on the collider that is closest to the specified location.</param>
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API_FUNCTION(Sealed) virtual void ClosestPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const = 0;
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/// <summary>
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/// Checks if a point is inside the collider.
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/// </summary>
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/// <param name="point">The point to check if is contained by the collider shape (in world-space).</param>
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/// <returns>True if collider shape contains a given point, otherwise false.</returns>
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API_FUNCTION(Sealed) virtual bool ContainsPoint(const Vector3& point) const = 0;
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public:
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/// <summary>
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/// Called when a collision start gets registered for this collider (it collides with something).
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@@ -84,40 +84,6 @@ public:
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JsonAssetReference<PhysicalMaterial> Material;
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public:
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/// <summary>
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/// Performs a raycast against this collider shape.
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/// </summary>
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/// <param name="origin">The origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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/// <param name="resultHitDistance">The raycast result hit position distance from the ray origin. Valid only if raycast hits anything.</param>
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) float& resultHitDistance, float maxDistance = MAX_float) const;
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/// <summary>
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/// Performs a raycast against this collider, returns results in a RaycastHit structure.
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/// </summary>
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/// <param name="origin">The origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float) const;
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/// <summary>
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/// Gets a point on the collider that is closest to a given location. Can be used to find a hit location or position to apply explosion force or any other special effects.
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/// </summary>
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/// <param name="point">The position to find the closest point to it.</param>
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/// <param name="result">The result point on the collider that is closest to the specified location.</param>
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API_FUNCTION() void ClosestPoint(const Vector3& point, API_PARAM(Out) Vector3& result) const;
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/// <summary>
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/// Checks if a point is inside the collider.
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/// </summary>
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/// <param name="point">The point to check if is contained by the collider shape (in world-space).</param>
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/// <returns>True if collider shape contains a given point, otherwise false.</returns>
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API_FUNCTION() bool ContainsPoint(const Vector3& point) const;
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/// <summary>
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/// Computes minimum translational distance between two geometry objects.
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/// Translating the first collider by direction * distance will separate the colliders apart if the function returned true. Otherwise, direction and distance are not defined.
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@@ -198,6 +164,10 @@ private:
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public:
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// [PhysicsColliderActor]
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RigidBody* GetAttachedRigidBody() const override;
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bool RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance = MAX_float) const final;
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bool RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance = MAX_float) const final;
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void ClosestPoint(const Vector3& point, Vector3& result) const final;
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bool ContainsPoint(const Vector3& point) const final;
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protected:
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// [PhysicsColliderActor]
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@@ -2630,6 +2630,7 @@ bool PhysicsBackend::RayCastShape(void* shape, const Vector3& position, const Qu
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PxRaycastHit hit;
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if (PxGeometryQuery::raycast(C2P(origin - sceneOrigin), C2P(direction), shapePhysX->getGeometry(), trans, maxDistance, SCENE_QUERY_FLAGS, 1, &hit) == 0)
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return false;
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hit.shape = shapePhysX;
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P2C(hit, hitInfo);
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hitInfo.Point += sceneOrigin;
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return true;
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@@ -163,14 +163,11 @@ void SimulationEventCallback::onContact(const PxContactPairHeader& pairHeader, c
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c.ThisVelocity = c.OtherVelocity = Vector3::Zero;
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if (hasPostVelocities && j.nextItemSet())
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{
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ASSERT(j.contactPairIndex == pairIndex);
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ASSERT_LOW_LAYER(j.contactPairIndex == pairIndex);
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if (j.postSolverVelocity)
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{
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const PxVec3 linearVelocityActor0 = j.postSolverVelocity->linearVelocity[0];
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const PxVec3 linearVelocityActor1 = j.postSolverVelocity->linearVelocity[1];
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c.ThisVelocity = P2C(linearVelocityActor0);
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c.OtherVelocity = P2C(linearVelocityActor1);
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c.ThisVelocity = P2C(j.postSolverVelocity->linearVelocity[0]);
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c.OtherVelocity = P2C(j.postSolverVelocity->linearVelocity[1]);
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}
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}
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@@ -185,7 +185,7 @@ bool Terrain::RayCast(const Vector3& origin, const Vector3& direction, RayCastHi
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return result;
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}
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void Terrain::ClosestPoint(const Vector3& position, Vector3& result) const
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void Terrain::ClosestPoint(const Vector3& point, Vector3& result) const
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{
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Real minDistance = MAX_Real;
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Vector3 tmp;
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@@ -194,8 +194,8 @@ void Terrain::ClosestPoint(const Vector3& position, Vector3& result) const
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const auto patch = _patches[pathIndex];
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if (patch->HasCollision())
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{
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patch->ClosestPoint(position, tmp);
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const auto distance = Vector3::DistanceSquared(position, tmp);
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patch->ClosestPoint(point, tmp);
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const auto distance = Vector3::DistanceSquared(point, tmp);
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if (distance < minDistance)
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{
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minDistance = distance;
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@@ -205,6 +205,11 @@ void Terrain::ClosestPoint(const Vector3& position, Vector3& result) const
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}
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}
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bool Terrain::ContainsPoint(const Vector3& point) const
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{
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return false;
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}
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void Terrain::DrawPatch(const RenderContext& renderContext, const Int2& patchCoord, MaterialBase* material, int32 lodIndex) const
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{
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auto patch = GetPatch(patchCoord);
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@@ -367,16 +367,6 @@ public:
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void RemoveLightmap();
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public:
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/// <summary>
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/// Performs a raycast against this terrain collision shape.
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/// </summary>
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/// <param name="origin">The origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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/// <param name="resultHitDistance">The raycast result hit position distance from the ray origin. Valid only if raycast hits anything.</param>
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance = MAX_float) const;
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/// <summary>
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/// Performs a raycast against this terrain collision shape. Returns the hit chunk.
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/// </summary>
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@@ -399,23 +389,6 @@ public:
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION() bool RayCast(const Ray& ray, API_PARAM(Out) float& resultHitDistance, API_PARAM(Out) Int2& resultPatchCoord, API_PARAM(Out) Int2& resultChunkCoord, float maxDistance = MAX_float) const;
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/// <summary>
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/// Performs a raycast against terrain collision, returns results in a RayCastHit structure.
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/// </summary>
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/// <param name="origin">The origin of the ray.</param>
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/// <param name="direction">The normalized direction of the ray.</param>
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/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <returns>True if ray hits an object, otherwise false.</returns>
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API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float) const;
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/// <summary>
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/// Gets a point on the terrain collider that is closest to a given location. Can be used to find a hit location or position to apply explosion force or any other special effects.
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/// </summary>
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/// <param name="position">The position to find the closest point to it.</param>
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/// <param name="result">The result point on the collider that is closest to the specified location.</param>
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API_FUNCTION() void ClosestPoint(const Vector3& position, API_PARAM(Out) Vector3& result) const;
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/// <summary>
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/// Draws the terrain patch.
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/// </summary>
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@@ -451,6 +424,10 @@ public:
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void Serialize(SerializeStream& stream, const void* otherObj) override;
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void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
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RigidBody* GetAttachedRigidBody() const override;
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bool RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance = MAX_float) const final;
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bool RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance = MAX_float) const final;
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void ClosestPoint(const Vector3& point, Vector3& result) const final;
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bool ContainsPoint(const Vector3& point) const final;
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protected:
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// [PhysicsColliderActor]
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