collide_shape: return contact points in world space

This commit is contained in:
Ricardo Buring 2022-03-24 14:44:49 +01:00
parent a3a5b10e88
commit 1d16153881

View file

@ -299,12 +299,13 @@ btScalar GodotContactPairContactResultCallback::addSingleResult(btManifoldPoint
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()) {
B_TO_G(cp.m_localPointA, m_results[m_count * 2 + 0]); // Local contact
B_TO_G(cp.m_localPointB, m_results[m_count * 2 + 1]);
B_TO_G(cp.getPositionWorldOnA(), m_results[m_count * 2 + 0]);
B_TO_G(cp.getPositionWorldOnB(), m_results[m_count * 2 + 1]);
} else {
B_TO_G(cp.m_localPointB, m_results[m_count * 2 + 0]); // Local contact
B_TO_G(cp.m_localPointA, m_results[m_count * 2 + 1]);
B_TO_G(cp.getPositionWorldOnB(), m_results[m_count * 2 + 0]);
B_TO_G(cp.getPositionWorldOnA(), m_results[m_count * 2 + 1]);
}
++m_count;