forked from bartvdbraak/blender
Fix T38895: Unstable behavior using VehicleWrapper after Bullet 2.82 update
The Bullet 2.82 update uses a different method for ray casting that seems incompatible with our older files. So, for now we just force the vehicle physics to use the older ray casting method.
This commit is contained in:
parent
1923a8f23a
commit
2e20c16897
@ -295,6 +295,44 @@ public:
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
class BlenderVehicleRaycaster: public btDefaultVehicleRaycaster
|
||||
{
|
||||
btDynamicsWorld* m_dynamicsWorld;
|
||||
public:
|
||||
BlenderVehicleRaycaster(btDynamicsWorld* world)
|
||||
:btDefaultVehicleRaycaster(world), m_dynamicsWorld(world)
|
||||
{
|
||||
}
|
||||
|
||||
virtual void* castRay(const btVector3& from,const btVector3& to, btVehicleRaycasterResult& result)
|
||||
{
|
||||
// RayResultCallback& resultCallback;
|
||||
|
||||
btCollisionWorld::ClosestRayResultCallback rayCallback(from,to);
|
||||
|
||||
// We override btDefaultVehicleRaycaster so we can set this flag, otherwise our
|
||||
// vehicles go crazy (http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=9662)
|
||||
rayCallback.m_flags |= btTriangleRaycastCallback::kF_UseSubSimplexConvexCastRaytest;
|
||||
|
||||
m_dynamicsWorld->rayTest(from, to, rayCallback);
|
||||
|
||||
if (rayCallback.hasHit())
|
||||
{
|
||||
|
||||
const btRigidBody* body = btRigidBody::upcast(rayCallback.m_collisionObject);
|
||||
if (body && body->hasContactResponse())
|
||||
{
|
||||
result.m_hitPointInWorld = rayCallback.m_hitPointWorld;
|
||||
result.m_hitNormalInWorld = rayCallback.m_hitNormalWorld;
|
||||
result.m_hitNormalInWorld.normalize();
|
||||
result.m_distFraction = rayCallback.m_closestHitFraction;
|
||||
return (void*)body;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
};
|
||||
#endif //NEW_BULLET_VEHICLE_SUPPORT
|
||||
|
||||
@ -2824,7 +2862,7 @@ int CcdPhysicsEnvironment::CreateConstraint(class PHY_IPhysicsController* ctrl
|
||||
{
|
||||
btRaycastVehicle::btVehicleTuning* tuning = new btRaycastVehicle::btVehicleTuning();
|
||||
btRigidBody* chassis = rb0;
|
||||
btDefaultVehicleRaycaster* raycaster = new btDefaultVehicleRaycaster(m_dynamicsWorld);
|
||||
btDefaultVehicleRaycaster* raycaster = new BlenderVehicleRaycaster(m_dynamicsWorld);
|
||||
btRaycastVehicle* vehicle = new btRaycastVehicle(*tuning,chassis,raycaster);
|
||||
WrapperVehicle* wrapperVehicle = new WrapperVehicle(vehicle,ctrl0);
|
||||
m_wrapperVehicles.push_back(wrapperVehicle);
|
||||
|
Loading…
Reference in New Issue
Block a user