SDK/PhysicsSystem2D: Fix crash when raycast doesn't hit

This commit is contained in:
Lynix 2019-04-03 21:14:40 +02:00
parent 3efb54ea3c
commit 5e724b9c04
1 changed files with 21 additions and 15 deletions

View File

@ -86,14 +86,17 @@ namespace Ndk
bool PhysicsSystem2D::NearestBodyQuery(const Nz::Vector2f& from, float maxDistance, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, NearestQueryResult* result)
{
Nz::PhysWorld2D::NearestQueryResult queryResult;
bool res = GetPhysWorld().NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &queryResult);
if (GetPhysWorld().NearestBodyQuery(from, maxDistance, collisionGroup, categoryMask, collisionMask, &queryResult))
{
result->nearestBody = GetEntityFromBody(*queryResult.nearestBody);
result->closestPoint = std::move(queryResult.closestPoint);
result->fraction = std::move(queryResult.fraction);
result->distance = queryResult.distance;
result->nearestBody = GetEntityFromBody(*queryResult.nearestBody);
result->closestPoint = std::move(queryResult.closestPoint);
result->fraction = std::move(queryResult.fraction);
result->distance = queryResult.distance;
return res;
return true;
}
else
return false;
}
bool PhysicsSystem2D::RaycastQuery(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<RaycastHit>* hitInfos)
@ -108,7 +111,7 @@ namespace Ndk
std::move(hitResult.hitPos),
std::move(hitResult.hitNormal),
hitResult.fraction
});
});
}
return res;
@ -117,14 +120,17 @@ namespace Ndk
bool PhysicsSystem2D::RaycastQueryFirst(const Nz::Vector2f& from, const Nz::Vector2f& to, float radius, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, RaycastHit* hitInfo)
{
Nz::PhysWorld2D::RaycastHit queryResult;
bool res = GetPhysWorld().RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult);
if (GetPhysWorld().RaycastQueryFirst(from, to, radius, collisionGroup, categoryMask, collisionMask, &queryResult))
{
hitInfo->body = GetEntityFromBody(*queryResult.nearestBody);
hitInfo->hitPos = std::move(queryResult.hitPos);
hitInfo->hitNormal = std::move(queryResult.hitNormal);
hitInfo->fraction = queryResult.fraction;
hitInfo->body = GetEntityFromBody(*queryResult.nearestBody);
hitInfo->hitPos = std::move(queryResult.hitPos);
hitInfo->hitNormal = std::move(queryResult.hitNormal);
hitInfo->fraction = queryResult.fraction;
return res;
return true;
}
else
return false;
}
void PhysicsSystem2D::RegionQuery(const Nz::Rectf& boundingBox, Nz::UInt32 collisionGroup, Nz::UInt32 categoryMask, Nz::UInt32 collisionMask, std::vector<EntityHandle>* bodies)