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Use nodemasks and visitors for detecting custom collision shapes
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parent
e91d1a2b42
commit
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@ -148,21 +148,18 @@ osg::ref_ptr<const BulletShape> BulletShapeManager::getShape(const std::string &
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osg::ref_ptr<osg::Node> node (const_cast<osg::Node*>(constNode.get())); // const-trickery required because there is no const version of NodeVisitor
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// Check first if there's a custom collision node
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unsigned int visitAllNodesMask = 0xffffffff;
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SceneUtil::FindByNameVisitor nameFinder("Collision");
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nameFinder.setTraversalMask(visitAllNodesMask);
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nameFinder.setNodeMaskOverride(visitAllNodesMask);
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node->accept(nameFinder);
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if (nameFinder.mFoundNode)
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{
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NodeToShapeVisitor visitor;
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visitor.setTraversalMask(visitAllNodesMask);
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visitor.setNodeMaskOverride(visitAllNodesMask);
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nameFinder.mFoundNode->accept(visitor);
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shape = visitor.getShape();
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for (unsigned int i = 0; i < nameFinder.mFoundNode->getNumParents(); ++i)
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{
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nameFinder.mFoundNode->getParent(i)->removeChild(nameFinder.mFoundNode);
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}
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/* // CleanObjectRootVisitor is an alternative method
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SceneUtil::CleanObjectRootVisitor cleanerVisitor;
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nameFinder.mFoundNode->accept(cleanerVisitor);*/
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}
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// Generate a collision shape from the mesh
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@ -25,6 +25,7 @@
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#include <components/sceneutil/util.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/sceneutil/optimizer.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/shader/shadervisitor.hpp>
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#include <components/shader/shadermanager.hpp>
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@ -373,6 +374,14 @@ namespace Resource
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errormsg << "Error loading " << normalizedFilename << ": " << result.message() << " code " << result.status() << std::endl;
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throw std::runtime_error(errormsg.str());
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}
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// Recognize and hide collision node
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unsigned int hiddenNodeMask = 0;
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SceneUtil::FindByNameVisitor nameFinder("Collision");
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result.getNode()->accept(nameFinder);
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if (nameFinder.mFoundNode)
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nameFinder.mFoundNode->setNodeMask(hiddenNodeMask);
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return result.getNode();
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}
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}
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