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@ -99,7 +99,7 @@ public class PhysicsSpace { |
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private Vector3f worldMin = new Vector3f(-10000f, -10000f, -10000f); |
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private Vector3f worldMax = new Vector3f(10000f, 10000f, 10000f); |
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private float accuracy = 1f / 60f; |
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private int maxSubSteps = 4; |
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private int maxSubSteps = 4, rayTestFlags = 1 << 2; |
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private AssetManager debugManager; |
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static { |
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@ -787,17 +787,34 @@ public class PhysicsSpace { |
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return (List<PhysicsRayTestResult>) results; |
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} |
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/** |
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* Sets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
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* for possible options. Defaults to using the faster, approximate raytest. |
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*/ |
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public void SetRayTestFlags(int flags) { |
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rayTestFlags = flags; |
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} |
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/** |
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* Gets m_flags for raytest, see https://code.google.com/p/bullet/source/browse/trunk/src/BulletCollision/NarrowPhaseCollision/btRaycastCallback.h
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* for possible options. |
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* @return rayTestFlags |
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*/ |
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public int GetRayTestFlags() { |
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return rayTestFlags; |
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} |
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/** |
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* Performs a ray collision test and returns the results as a list of |
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* PhysicsRayTestResults |
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*/ |
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public List<PhysicsRayTestResult> rayTest(Vector3f from, Vector3f to, List<PhysicsRayTestResult> results) { |
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results.clear(); |
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rayTest_native(from, to, physicsSpaceId, results); |
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rayTest_native(from, to, physicsSpaceId, results, rayTestFlags); |
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return results; |
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} |
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public native void rayTest_native(Vector3f from, Vector3f to, long physicsSpaceId, List<PhysicsRayTestResult> results); |
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public native void rayTest_native(Vector3f from, Vector3f to, long physicsSpaceId, List<PhysicsRayTestResult> results, int flags); |
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// private class InternalRayListener extends CollisionWorld.RayResultCallback {
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//
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