collide_shape: return contact points in world space
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1 changed files with 5 additions and 4 deletions
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@ -299,12 +299,13 @@ btScalar GodotContactPairContactResultCallback::addSingleResult(btManifoldPoint
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return 1; // not used by bullet
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}
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// In each contact pair, the contact on the shape which was passed to collide_shape (where this callback is used) is put first.
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if (m_self_object == colObj0Wrap->getCollisionObject()) {
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B_TO_G(cp.m_localPointA, m_results[m_count * 2 + 0]); // Local contact
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B_TO_G(cp.m_localPointB, m_results[m_count * 2 + 1]);
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B_TO_G(cp.getPositionWorldOnA(), m_results[m_count * 2 + 0]);
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B_TO_G(cp.getPositionWorldOnB(), m_results[m_count * 2 + 1]);
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} else {
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B_TO_G(cp.m_localPointB, m_results[m_count * 2 + 0]); // Local contact
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B_TO_G(cp.m_localPointA, m_results[m_count * 2 + 1]);
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B_TO_G(cp.getPositionWorldOnB(), m_results[m_count * 2 + 0]);
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B_TO_G(cp.getPositionWorldOnA(), m_results[m_count * 2 + 1]);
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}
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++m_count;
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