Physics3D/Collider3D: Use btEmptyShape for NullCollider3D

Having no collider seems to break physics
This commit is contained in:
SirLynix
2023-03-10 13:23:14 +01:00
committed by Jérôme Leclercq
parent 5126b5f8a2
commit 1f68cfa6c2
2 changed files with 15 additions and 3 deletions

View File

@@ -18,6 +18,7 @@
#include <BulletCollision/CollisionShapes/btConeShape.h>
#include <BulletCollision/CollisionShapes/btConvexHullShape.h>
#include <BulletCollision/CollisionShapes/btCylinderShape.h>
#include <BulletCollision/CollisionShapes/btEmptyShape.h>
#include <BulletCollision/CollisionShapes/btSphereShape.h>
#include <Nazara/Physics3D/Debug.hpp>
@@ -371,6 +372,13 @@ namespace Nz
/********************************* NullCollider3D **********************************/
NullCollider3D::NullCollider3D()
{
m_shape = std::make_unique<btEmptyShape>();
}
NullCollider3D::~NullCollider3D() = default;
void NullCollider3D::BuildDebugMesh(std::vector<Vector3f>& /*vertices*/, std::vector<UInt16>& /*indices*/, const Matrix4f& /*offsetMatrix*/) const
{
}
@@ -382,7 +390,7 @@ namespace Nz
btCollisionShape* NullCollider3D::GetShape() const
{
return nullptr;
return m_shape.get();
}
ColliderType3D NullCollider3D::GetType() const