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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-12-10 12:28:34 +0100 |
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committer | GitHub <noreply@github.com> | 2017-12-10 12:28:34 +0100 |
commit | defeb49b01544af99cab4de08cbc989b8d87d63b (patch) | |
tree | e6c6e53720f9288a5d16d041ee3264a6fb7d7f86 | |
parent | 7d735da6aa86861c4d0ba81ec769d3b6d7dad3c0 (diff) | |
parent | 785173e899862bfa9ce65ee4cd8c718d120d2c0f (diff) |
Merge pull request #14498 from AndreaCatania/patch-1
Ray cast return correct shape id. Fixes #14473
-rw-r--r-- | modules/bullet/godot_result_callbacks.h | 9 | ||||
-rw-r--r-- | modules/bullet/space_bullet.cpp | 2 |
2 files changed, 9 insertions, 2 deletions
diff --git a/modules/bullet/godot_result_callbacks.h b/modules/bullet/godot_result_callbacks.h index 5750dc2acd..9d2fb1fce4 100644 --- a/modules/bullet/godot_result_callbacks.h +++ b/modules/bullet/godot_result_callbacks.h @@ -50,14 +50,21 @@ struct GodotFilterCallback : public btOverlapFilterCallback { struct GodotClosestRayResultCallback : public btCollisionWorld::ClosestRayResultCallback { const Set<RID> *m_exclude; bool m_pickRay; + int m_shapeId; public: GodotClosestRayResultCallback(const btVector3 &rayFromWorld, const btVector3 &rayToWorld, const Set<RID> *p_exclude) : btCollisionWorld::ClosestRayResultCallback(rayFromWorld, rayToWorld), m_exclude(p_exclude), - m_pickRay(false) {} + m_pickRay(false), + m_shapeId(0) {} virtual bool needsCollision(btBroadphaseProxy *proxy0) const; + + virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult &rayResult, bool normalInWorldSpace) { + m_shapeId = rayResult.m_localShapeInfo->m_triangleIndex; // "m_triangleIndex" Is a odd name but contains the compound shape ID + return btCollisionWorld::ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace); + } }; // store all colliding object diff --git a/modules/bullet/space_bullet.cpp b/modules/bullet/space_bullet.cpp index c1f6e81734..3ce4b294db 100644 --- a/modules/bullet/space_bullet.cpp +++ b/modules/bullet/space_bullet.cpp @@ -97,7 +97,7 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V B_TO_G(btResult.m_hitNormalWorld.normalize(), r_result.normal); CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btResult.m_collisionObject->getUserPointer()); if (gObj) { - r_result.shape = 0; + r_result.shape = btResult.m_shapeId; r_result.rid = gObj->get_self(); r_result.collider_id = gObj->get_instance_id(); r_result.collider = 0 == r_result.collider_id ? NULL : ObjectDB::get_instance(r_result.collider_id); |