Add sweep and overlap physics queries for capsule shapes

This commit is contained in:
GoaLitiuM
2021-04-05 19:36:36 +03:00
parent 2f42321551
commit e7edb9d38c
2 changed files with 169 additions and 0 deletions

View File

@@ -358,6 +358,51 @@ bool Physics::SphereCastAll(const Vector3& center, const float radius, const Vec
return true;
}
bool Physics::CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
// Prepare data
SCENE_QUERY_SETUP_SWEEP_1();
const PxTransform pose(C2P(center), C2P(rotation));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform sweep test
return GetScene()->sweep(geometry, pose, C2P(direction), maxDistance, buffer, hitFlags, filterData, GetQueryFilterCallback());
}
bool Physics::CapsuleCast(const Vector3& center, const float radius, const float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
// Prepare data
SCENE_QUERY_SETUP_SWEEP_1();
const PxTransform pose(C2P(center), C2P(rotation));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform sweep test
if (!GetScene()->sweep(geometry, pose, C2P(direction), maxDistance, buffer, hitFlags, filterData, GetQueryFilterCallback()))
return false;
// Collect results
SCENE_QUERY_COLLECT_SINGLE();
return true;
}
bool Physics::CapsuleCastAll(const Vector3& center, const float radius, const float height, const Vector3& direction, Array<RayCastHit>& results, const Quaternion& rotation, const float maxDistance, uint32 layerMask, bool hitTriggers)
{
// Prepare data
SCENE_QUERY_SETUP_SWEEP();
const PxTransform pose(C2P(center), C2P(rotation));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform sweep test
if (!GetScene()->sweep(geometry, pose, C2P(direction), maxDistance, buffer, hitFlags, filterData, GetQueryFilterCallback()))
return false;
// Collect results
SCENE_QUERY_COLLECT_ALL();
return true;
}
bool Physics::CheckBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
// Prepare data
@@ -380,6 +425,17 @@ 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)
{
// Prepare data
SCENE_QUERY_SETUP_OVERLAP_1();
const PxTransform pose(C2P(center));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform overlap test
return GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback());
}
bool Physics::OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<Collider*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
// Prepare data
@@ -414,6 +470,23 @@ 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)
{
// Prepare data
SCENE_QUERY_SETUP_OVERLAP();
const PxTransform pose(C2P(center));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform overlap test
if (!GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback()))
return false;
// Collect results
SCENE_QUERY_COLLECT_OVERLAP_COLLIDER();
return true;
}
bool Physics::OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor*>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
{
// Prepare data
@@ -447,3 +520,20 @@ 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)
{
// Prepare data
SCENE_QUERY_SETUP_OVERLAP();
const PxTransform pose(C2P(center));
const PxCapsuleGeometry geometry(radius, height * 0.5f);
// Perform overlap test
if (!GetScene()->overlap(geometry, pose, buffer, filterData, GetQueryFilterCallback()))
return false;
// Collect results
SCENE_QUERY_COLLECT_OVERLAP();
return true;
}