Ray cast return shape id. Fixes #14473

This commit is contained in:
AndreaCatania 2017-12-10 12:20:36 +01:00
parent a5b3c9cae0
commit 785173e899
2 changed files with 9 additions and 2 deletions

View file

@ -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

View file

@ -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);