Merge pull request #59470 from rburing/collide_shape_global

[3.x] (Bullet) `collide_shape`: return contact points in world space
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Rémi Verschelde 2022-03-24 23:30:57 +01:00 committed by GitHub
commit 78e9441148
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@ -299,12 +299,13 @@ btScalar GodotContactPairContactResultCallback::addSingleResult(btManifoldPoint
return 1; // not used by bullet return 1; // not used by bullet
} }
// In each contact pair, the contact on the shape which was passed to collide_shape (where this callback is used) is put first.
if (m_self_object == colObj0Wrap->getCollisionObject()) { if (m_self_object == colObj0Wrap->getCollisionObject()) {
B_TO_G(cp.m_localPointA, m_results[m_count * 2 + 0]); // Local contact B_TO_G(cp.getPositionWorldOnA(), m_results[m_count * 2 + 0]);
B_TO_G(cp.m_localPointB, m_results[m_count * 2 + 1]); B_TO_G(cp.getPositionWorldOnB(), m_results[m_count * 2 + 1]);
} else { } else {
B_TO_G(cp.m_localPointB, m_results[m_count * 2 + 0]); // Local contact B_TO_G(cp.getPositionWorldOnB(), m_results[m_count * 2 + 0]);
B_TO_G(cp.m_localPointA, m_results[m_count * 2 + 1]); B_TO_G(cp.getPositionWorldOnA(), m_results[m_count * 2 + 1]);
} }
++m_count; ++m_count;