So i found a post on ConvexCast, but I’m not sure how to use this properly. I am trying to use it for handling melee detection. Does convexcast help with the swiping motion, and make the ray casting more accurate?
Physics ConvexCast
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Just to answer your last questions, the idea is that you can use a single convex cast to represent the attack (or whatever) rather than a series of ray casts (which are infinitely thin). Consider a baseball example - if you wanted to represent swinging the bat with raycasts you would have to use a raycasts spaced by at most the spacing of the baseball and could still miss some if you had a situation like (ball): where the colon dots are the raycasts. So it’s a combination of accuracy and performance that causes the convex cast to be preferable.
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/// Perform a physics world swept convex test using a user-supplied
/// collision shape and return the first hit.
void ConvexCast(PhysicsRaycastResult& result, CollisionShape* shape,
const Vector3& startPos, const Quaternion& startRot,
const Vector3& endPos, const Quaternion& endRot,
unsigned collisionMask = M_MAX_UNSIGNED);
@GodMan Could you be more specific concerning your uncertainties?
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Is the collision shape suppose to be the sword? Or does it want a bullet physics shape like the capsule or box shape?
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Either will do, but keep it low-poly.
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The built-in shapes are typically faster, and after that low vertex convex hulls, but if there aren’t too many of these casts happening you probably shouldn’t worry about it. I believe a capsule or box would be the fastest shape that could give you a sword-like shape, and unless you’re specifically simulating sword battles probably give you a good enough effect. You could go even further and use two objects for the casts - one is the sharp edge that cuts, the other can be a dull edge that doesn’t on a single edged sword.
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void AIMelee::melee(StringHash eventType, VariantMap& eventData)
{
scene_ = node_->GetScene();
CollisionShape* shape_ = handboneNode->CreateComponent<CollisionShape>();
shape_->SetCapsule(2.0f, 2.0f, Vector3::ZERO, Quaternion::IDENTITY);
PhysicsRaycastResult raycResult;
auto* physicsWorld = scene_->GetComponent<PhysicsWorld>();
const Vector3 start = body->GetPosition();
const Vector3 end = start + (Vector3::DOWN * 100.0f);
physicsWorld->ConvexCast(raycResult, shape_, start, Quaternion::IDENTITY, end, Quaternion::IDENTITY);
}
I have this, but I have no idea what I’m doing.
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You could use the “animation - timestep” as the starting transform and the bone’s current state as end transform for the swipe. Does that make sense?
Also I don’t think you’ll want to create a component every time the sword is swept, it doesn’t even have to be part of the scene. Just keep a reference somewhere. Something like:
swordShape_ = MakeShared<CollisionShape>()
I must add I never walked this path, so take these instructions with a grain of salt. Maybe someone else could provide more detailed steps.
As a side note: Appending underscores tends to be reserved for member variables, and is used for discerning them from local variables.
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It’s ok, then you need the check if the cast has any result
// result.body_ is the other body of the collision
if (result.body_)
{
// check others properties of cast result
}
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Thanks for the post everyone. @Modanung I though about using the animation trigger similar to the way sounds are handled for footsteps. I was not sure how to go about that. Also I will remove it from the events.
I will post back later thanks.
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Is there a way to visualize what is going on, for the ConvexCast? I feel like I’m taking shots in the dark. If I could see whats going on I would probably understand this more.
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DebugRenderer::AddTriangleMesh(...)
should be able to help you with that.
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Okay thanks man as usual
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…or maybe a cylinder will do. DebugRenderer::AddCylinder(...)