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).
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@@ -1070,6 +1070,8 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac
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rayCallback.m_hitTriangleIndex < shapeInfo->m_polygonIndexArray.size())
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{
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result.m_meshObject = shapeInfo->GetMesh();
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// note for softbody: this assumes that the softbody shape uses the same triangle numbering
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// than the triangle mesh shape that was used to build it
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result.m_polygon = shapeInfo->m_polygonIndexArray.at(rayCallback.m_hitTriangleIndex);
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// Bullet returns the normal from "outside".
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@@ -1078,7 +1080,13 @@ PHY_IPhysicsController* CcdPhysicsEnvironment::rayTest(PHY_IRayCastFilterCallbac
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{
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// mesh shapes are shared and stored in the shapeInfo
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btTriangleMeshShape* triangleShape = shapeInfo->GetMeshShape();
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if (triangleShape)
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if (shape->isSoftBody())
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{
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// we can get the real normal directly from the body
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btSoftBody* softBody = static_cast<btSoftBody*>(rayCallback.m_collisionObject);
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rayCallback.m_hitNormalWorld = softBody->m_faces[rayCallback.m_hitTriangleIndex].m_normal;
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} else if (triangleShape)
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{
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// this code is copied from Bullet
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btVector3 triangle[3];
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