Fix crash when using physics overlap tests with Collider outputs that catch Terrain
#3221
This commit is contained in:
@@ -536,15 +536,6 @@ protected:
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hitInfo = hit.shape ? static_cast<PhysicsColliderActor*>(hit.shape->userData) : nullptr; \
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}
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#define SCENE_QUERY_COLLECT_OVERLAP_COLLIDER() results.Clear(); \
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results.Resize(buffer.getNbTouches(), false); \
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for (int32 i = 0; i < results.Count(); i++) \
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{ \
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auto& hitInfo = results[i]; \
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const auto& hit = buffer.getTouch(i); \
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hitInfo = hit.shape ? static_cast<Collider*>(hit.shape->userData) : nullptr; \
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}
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namespace
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{
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PxFoundation* Foundation = nullptr;
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@@ -2266,51 +2257,6 @@ bool PhysicsBackend::CheckConvex(void* scene, const Vector3& center, const Colli
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return scenePhysX->Scene->overlap(geometry, pose, buffer, filterData, &QueryFilter);
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}
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bool PhysicsBackend::OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxBoxGeometry geometry(C2P(halfExtents));
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if (!scenePhysX->Scene->overlap(geometry, pose, buffer, filterData, &QueryFilter))
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return false;
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SCENE_QUERY_COLLECT_OVERLAP_COLLIDER();
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return true;
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}
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bool PhysicsBackend::OverlapSphere(void* scene, const Vector3& center, const float radius, Array<Collider*>& results, uint32 layerMask, bool hitTriggers)
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{
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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center - scenePhysX->Origin));
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const PxSphereGeometry geometry(radius);
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if (!scenePhysX->Scene->overlap(geometry, pose, buffer, filterData, &QueryFilter))
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return false;
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SCENE_QUERY_COLLECT_OVERLAP_COLLIDER();
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return true;
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}
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bool PhysicsBackend::OverlapCapsule(void* scene, const Vector3& center, const float radius, const float height, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxCapsuleGeometry geometry(radius, height * 0.5f);
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if (!scenePhysX->Scene->overlap(geometry, pose, buffer, filterData, &QueryFilter))
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return false;
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SCENE_QUERY_COLLECT_OVERLAP_COLLIDER();
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return true;
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}
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bool PhysicsBackend::OverlapConvex(void* scene, 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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SCENE_QUERY_SETUP_OVERLAP();
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const PxTransform pose(C2P(center - scenePhysX->Origin), C2P(rotation));
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const PxConvexMeshGeometry geometry((PxConvexMesh*)convexMesh->GetConvex(), PxMeshScale(C2P(scale)));
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if (!scenePhysX->Scene->overlap(geometry, pose, buffer, filterData, &QueryFilter))
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return false;
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SCENE_QUERY_COLLECT_OVERLAP_COLLIDER();
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return true;
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}
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bool PhysicsBackend::OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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SCENE_QUERY_SETUP_OVERLAP();
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@@ -6,6 +6,7 @@
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#include "PhysicalMaterial.h"
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#include "PhysicsSettings.h"
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#include "PhysicsStatistics.h"
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#include "Colliders/Collider.h"
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#include "Engine/Engine/Time.h"
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#include "Engine/Engine/EngineService.h"
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#include "Engine/Profiler/ProfilerCPU.h"
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@@ -630,22 +631,66 @@ bool PhysicsScene::CheckConvex(const Vector3& center, const CollisionData* conve
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bool PhysicsScene::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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return PhysicsBackend::OverlapBox(_scene, center, halfExtents, results, rotation, layerMask, hitTriggers);
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Array<PhysicsColliderActor*> tmp;
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if (PhysicsBackend::OverlapBox(_scene, center, halfExtents, tmp, rotation, layerMask, hitTriggers))
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{
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results.EnsureCapacity(tmp.Count());
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for (PhysicsColliderActor* e : tmp)
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{
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if (e && e->Is<Collider>())
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results.Add((Collider*)e);
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}
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return true;
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}
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return false;
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}
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bool PhysicsScene::OverlapSphere(const Vector3& center, const float radius, Array<Collider*>& results, uint32 layerMask, bool hitTriggers)
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{
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return PhysicsBackend::OverlapSphere(_scene, center, radius, results, layerMask, hitTriggers);
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Array<PhysicsColliderActor*> tmp;
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if (PhysicsBackend::OverlapSphere(_scene, center, radius, tmp, layerMask, hitTriggers))
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{
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results.EnsureCapacity(tmp.Count());
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for (PhysicsColliderActor* e : tmp)
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{
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if (e && e->Is<Collider>())
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results.Add((Collider*)e);
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}
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return true;
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}
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return false;
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}
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bool PhysicsScene::OverlapCapsule(const Vector3& center, const float radius, const float height, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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{
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return PhysicsBackend::OverlapCapsule(_scene, center, radius, height, results, rotation, layerMask, hitTriggers);
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Array<PhysicsColliderActor*> tmp;
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if (PhysicsBackend::OverlapCapsule(_scene, center, radius, height, tmp, rotation, layerMask, hitTriggers))
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{
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results.EnsureCapacity(tmp.Count());
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for (PhysicsColliderActor* e : tmp)
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{
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if (e && e->Is<Collider>())
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results.Add((Collider*)e);
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}
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return true;
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}
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return false;
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}
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bool PhysicsScene::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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return PhysicsBackend::OverlapConvex(_scene, center, convexMesh, scale, results, rotation, layerMask, hitTriggers);
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Array<PhysicsColliderActor*> tmp;
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if (PhysicsBackend::OverlapConvex(_scene, center, convexMesh, scale, tmp, rotation, layerMask, hitTriggers))
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{
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results.EnsureCapacity(tmp.Count());
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for (PhysicsColliderActor* e : tmp)
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{
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if (e && e->Is<Collider>())
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results.Add((Collider*)e);
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}
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return true;
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}
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return false;
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}
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bool PhysicsScene::OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
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@@ -139,10 +139,6 @@ public:
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static bool CheckSphere(void* scene, const Vector3& center, float radius, uint32 layerMask, bool hitTriggers);
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static bool CheckCapsule(void* scene, const Vector3& center, float radius, float height, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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static bool CheckConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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static bool OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<Collider*, HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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static bool OverlapSphere(void* scene, const Vector3& center, float radius, Array<Collider*, HeapAllocation>& results, uint32 layerMask, bool hitTriggers);
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static bool OverlapCapsule(void* scene, const Vector3& center, float radius, float height, Array<Collider*, HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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static bool OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<Collider*, HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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static bool OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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static bool OverlapSphere(void* scene, const Vector3& center, float radius, Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask, bool hitTriggers);
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static bool OverlapCapsule(void* scene, const Vector3& center, float radius, float height, Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers);
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