diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-28 20:30:34 +0300 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-11-28 20:30:34 +0300 |
commit | 1c4150f21138ad0ab6e8b1a41688074e8a87e64c (patch) | |
tree | 885104ef63e7beccd5c540be5bdffe37bbb83e72 /source/gameengine/Physics | |
parent | 38ba32a42396aeb320beee88a3909cfb6de5e631 (diff) |
BGE: ray casting works on soft body, the hit polygon is also returned. The modifications to Bullet have been reported to Bullet forum. Note: welding is completely disabled on soft body as it breaks the relationship between the soft body collision shape and the graphics mesh without bringing any additional stability (the reverse actually).
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index 5cd20a3ec12..3d1fa6fc180 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -1070,6 +1070,8 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac rayCallback.m_hitTriangleIndex < shapeInfo->m_polygonIndexArray.size()) { result.m_meshObject = shapeInfo->GetMesh(); + // note for softbody: this assumes that the softbody shape uses the same triangle numbering + // than the triangle mesh shape that was used to build it result.m_polygon = shapeInfo->m_polygonIndexArray.at(rayCallback.m_hitTriangleIndex); // Bullet returns the normal from "outside". @@ -1078,7 +1080,13 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac { // mesh shapes are shared and stored in the shapeInfo btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape(); - if (triangleShape) + + if (shape->isSoftBody()) + { + // we can get the real normal directly from the body + btSoftBody* softBody = static_cast<btSoftBody*>(rayCallback.m_collisionObject); + rayCallback.m_hitNormalWorld = softBody->m_faces[rayCallback.m_hitTriangleIndex].m_normal; + } else if (triangleShape) { // this code is copied from Bullet btVector3 triangle[3]; |