Bug fixes and scene changes #267
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@ -178,14 +178,23 @@ namespace SHADE
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/* Public Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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bool SHBox::TestPoint(const SHVec3& point) noexcept
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bool SHBox::TestPoint(const SHVec3& point) const noexcept
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{
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return BoundingBox::Contains(point);
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}
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bool SHBox::Raycast(const SHRay& ray, float& distance) noexcept
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SHRaycastResult SHBox::Raycast(const SHRay& ray) const noexcept
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{
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return BoundingBox::Intersects(ray.position, ray.direction, distance);
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SHRaycastResult result;
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result.hit = Intersects(ray.position, ray.direction, result.distance);
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if (result.hit)
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{
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result.position = ray.position + ray.direction * result.distance;
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result.angle = SHVec3::Angle(ray.position, result.position);
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}
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return result;
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}
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bool SHBox::Contains(const SHBox& rhs) const noexcept
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@ -76,8 +76,8 @@ namespace SHADE
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/* Function Members */
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/*---------------------------------------------------------------------------------*/
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[[nodiscard]] bool TestPoint (const SHVec3& point) noexcept override;
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[[nodiscard]] bool Raycast (const SHRay& ray, float& distance) noexcept override;
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[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
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[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override;
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[[nodiscard]] bool Contains (const SHBox& rhs) const noexcept;
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[[nodiscard]] float Volume () const noexcept;
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@ -69,8 +69,8 @@ namespace SHADE
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/* Function Members */
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/*---------------------------------------------------------------------------------*/
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[[nodiscard]] virtual bool TestPoint (const SHVec3& point) noexcept = 0;
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[[nodiscard]] virtual bool Raycast (const SHRay& ray, float& distance) noexcept = 0;
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[[nodiscard]] virtual bool TestPoint (const SHVec3& point) const noexcept = 0;
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[[nodiscard]] virtual SHRaycastResult Raycast (const SHRay& ray) const noexcept = 0;
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protected:
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/*---------------------------------------------------------------------------------*/
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@ -138,14 +138,23 @@ namespace SHADE
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/* Public Function Member Definitions */
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/*-----------------------------------------------------------------------------------*/
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bool SHSphere::TestPoint(const SHVec3& point) noexcept
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bool SHSphere::TestPoint(const SHVec3& point) const noexcept
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{
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return BoundingSphere::Contains(point);
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}
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bool SHSphere::Raycast(const SHRay& ray, float& distance) noexcept
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SHRaycastResult SHSphere::Raycast(const SHRay& ray) const noexcept
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{
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return Intersects(ray.position, ray.direction, distance);
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SHRaycastResult result;
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result.hit = Intersects(ray.position, ray.direction, result.distance);
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if (result.hit)
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{
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result.position = ray.position + ray.direction * result.distance;
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result.angle = SHVec3::Angle(ray.position, result.position);
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}
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return result;
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}
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bool SHSphere::Contains(const SHSphere& rhs) const noexcept
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@ -64,8 +64,8 @@ namespace SHADE
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/* Function Members */
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/*---------------------------------------------------------------------------------*/
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[[nodiscard]] bool TestPoint (const SHVec3& point) noexcept override;
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[[nodiscard]] bool Raycast (const SHRay& ray, float& distance) noexcept override;
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[[nodiscard]] bool TestPoint (const SHVec3& point) const noexcept override;
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[[nodiscard]] SHRaycastResult Raycast(const SHRay& ray) const noexcept override;
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[[nodiscard]] bool Contains (const SHSphere& rhs) const noexcept;
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[[nodiscard]] float Volume () const noexcept;
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@ -265,11 +265,11 @@ namespace SHADE
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return;
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}
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const int NUM_SHAPES = static_cast<int>(componentGroup.colliderComponent->GetCollisionShapes().size());
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for (int i = 0; i < NUM_SHAPES; ++i)
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physicsObject->AddCollisionShape(i);
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//const int NUM_SHAPES = static_cast<int>(componentGroup.colliderComponent->GetCollisionShapes().size());
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//for (int i = 0; i < NUM_SHAPES; ++i)
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// physicsObject->AddCollisionShape(i);
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physicsObject->SyncColliders(*componentGroup.colliderComponent);
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//physicsObject->SyncColliders(*componentGroup.colliderComponent);
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}
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void SHPhysicsObjectManager::removeRigidBody(const QueueCommand&, SHPhysicsObject* physicsObject, const PhysicsComponentGroup& componentGroup)
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@ -168,7 +168,7 @@ namespace SHADE
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}
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bool BoxCollider::Raycast(Ray ray, float maxDistance)
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{
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return getNativeCollisionShape<SHBox>().Raycast(Convert::ToNative(ray), maxDistance);
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return getNativeCollisionShape<SHBox>().Raycast(Convert::ToNative(ray));
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}
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/*---------------------------------------------------------------------------------*/
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@ -200,7 +200,7 @@ namespace SHADE
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}
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bool SphereCollider::Raycast(Ray ray, float maxDistance)
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{
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return getNativeCollisionShape<SHBox>().Raycast(Convert::ToNative(ray), maxDistance);
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return getNativeCollisionShape<SHBox>().Raycast(Convert::ToNative(ray));
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}
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/*---------------------------------------------------------------------------------*/
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