Corrected physics query max result checking
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e1fef9bd76
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@ -63,6 +63,9 @@ bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) co
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}
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bool GodotAllConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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if (count >= m_resultMax)
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return false;
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const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
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if (needs) {
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btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
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@ -70,6 +73,7 @@ bool GodotAllConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0) con
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if (m_exclude->has(gObj->get_self())) {
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return false;
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}
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return true;
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} else {
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return false;
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@ -87,7 +91,7 @@ btScalar GodotAllConvexResultCallback::addSingleResult(btCollisionWorld::LocalCo
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result.collider = 0 == result.collider_id ? NULL : ObjectDB::get_instance(result.collider_id);
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++count;
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return count < m_resultMax;
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return 1; // not used by bullet
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}
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bool GodotKinClosestConvexResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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@ -181,6 +185,9 @@ btScalar GodotAllContactResultCallback::addSingleResult(btManifoldPoint &cp, con
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}
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bool GodotContactPairContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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if (m_count >= m_resultMax)
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return false;
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const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
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if (needs) {
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btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
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@ -206,7 +213,7 @@ btScalar GodotContactPairContactResultCallback::addSingleResult(btManifoldPoint
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++m_count;
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return m_count < m_resultMax;
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return 1; // Not used by bullet
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}
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bool GodotRestInfoContactResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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@ -252,7 +259,7 @@ btScalar GodotRestInfoContactResultCallback::addSingleResult(btManifoldPoint &cp
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m_collided = true;
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}
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return cp.getDistance();
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return 1; // Not used by bullet
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}
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void GodotDeepPenetrationContactResultCallback::addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth) {
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