Corrected physics query max result checking

This commit is contained in:
Andrea Catania 2018-04-04 11:55:58 +02:00
parent e1fef9bd76
commit 444b8471a3

View file

@ -63,6 +63,9 @@ bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) co
}
bool GodotAllConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
if (count >= m_resultMax)
return false;
const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
if (needs) {
btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
@ -70,6 +73,7 @@ bool GodotAllConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0) con
if (m_exclude->has(gObj->get_self())) {
return false;
}
return true;
} else {
return false;
@ -87,7 +91,7 @@ btScalar GodotAllConvexResultCallback::addSingleResult(btCollisionWorld::LocalCo
result.collider = 0 == result.collider_id ? NULL : ObjectDB::get_instance(result.collider_id);
++count;
return count < m_resultMax;
return 1; // not used by bullet
}
bool GodotKinClosestConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
@ -181,6 +185,9 @@ btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, con
}
bool GodotContactPairContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
if (m_count >= m_resultMax)
return false;
const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
if (needs) {
btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
@ -206,7 +213,7 @@ btScalar GodotContactPairContactResultCallback::addSingleResult(btManifoldPoint
++m_count;
return m_count < m_resultMax;
return 1; // Not used by bullet
}
bool GodotRestInfoContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
@ -252,7 +259,7 @@ btScalar GodotRestInfoContactResultCallback::addSingleResult(btManifoldPoint &cp
m_collided = true;
}
return cp.getDistance();
return 1; // Not used by bullet
}
void GodotDeepPenetrationContactResultCallback::addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth) {