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@@ -642,7 +642,7 @@ void SpaceBullet::destroy_world() {
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void SpaceBullet::check_ghost_overlaps() {
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/// Algorithm support variables
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- btConvexShape *other_body_shape;
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+ btCollisionShape *other_body_shape;
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btConvexShape *area_shape;
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btGjkPairDetector::ClosestPointInput gjk_input;
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AreaBullet *area;
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@@ -694,20 +694,42 @@ void SpaceBullet::check_ghost_overlaps() {
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// For each other object shape
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for (z = otherObject->get_compound_shape()->getNumChildShapes() - 1; 0 <= z; --z) {
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- if (!otherObject->get_compound_shape()->getChildShape(z)->isConvex())
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- continue;
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-
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- other_body_shape = static_cast<btConvexShape *>(otherObject->get_compound_shape()->getChildShape(z));
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+ other_body_shape = static_cast<btCollisionShape *>(otherObject->get_compound_shape()->getChildShape(z));
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gjk_input.m_transformB = otherObject->get_transform__bullet() * otherObject->get_compound_shape()->getChildTransform(z);
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- btPointCollector result;
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- btGjkPairDetector gjk_pair_detector(area_shape, other_body_shape, gjk_simplex_solver, gjk_epa_pen_solver);
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- gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
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+ if (other_body_shape->isConvex()) {
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+
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+ btPointCollector result;
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+ btGjkPairDetector gjk_pair_detector(area_shape, static_cast<btConvexShape *>(other_body_shape), gjk_simplex_solver, gjk_epa_pen_solver);
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+ gjk_pair_detector.getClosestPoints(gjk_input, result, 0);
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+
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+ if (0 >= result.m_distance) {
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+ hasOverlap = true;
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+ goto collision_found;
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+ }
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+
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+ } else {
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+
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+ btCollisionObjectWrapper obA(NULL, area_shape, area->get_bt_ghost(), gjk_input.m_transformA, -1, y);
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+ btCollisionObjectWrapper obB(NULL, other_body_shape, otherObject->get_bt_collision_object(), gjk_input.m_transformB, -1, z);
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- if (0 >= result.m_distance) {
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- hasOverlap = true;
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- goto collision_found;
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+ btCollisionAlgorithm *algorithm = dispatcher->findAlgorithm(&obA, &obB, NULL, BT_CONTACT_POINT_ALGORITHMS);
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+
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+ if (!algorithm)
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+ continue;
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+
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+ GodotDeepPenetrationContactResultCallback contactPointResult(&obA, &obB);
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+ algorithm->processCollision(&obA, &obB, dynamicsWorld->getDispatchInfo(), &contactPointResult);
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+
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+ algorithm->~btCollisionAlgorithm();
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+ dispatcher->freeCollisionAlgorithm(algorithm);
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+
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+ if (contactPointResult.hasHit()) {
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+ hasOverlap = true;
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+ goto collision_found;
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+ }
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}
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+
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} // ~For each other object shape
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} // ~For each area shape
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