diff --git a/Engine/source/T3D/rigidShape.cpp b/Engine/source/T3D/rigidShape.cpp index 256dc723b..42e16b94d 100644 --- a/Engine/source/T3D/rigidShape.cpp +++ b/Engine/source/T3D/rigidShape.cpp @@ -1234,6 +1234,10 @@ collision, impact and contact forces are generated. bool RigidShape::updateCollision(F32 dt) { + PROFILE_SCOPE(RigidShape_updateCollision); + + if (mRigid.atRest || mDisableMove || (getVelocity().lenSquared() < mDataBlock->contactTol * mDataBlock->contactTol)) return false; + // Update collision information MatrixF mat,cmat; mConvex.transform = &mat; @@ -1262,6 +1266,7 @@ on standard collision resolution formulas. */ bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList) { + PROFILE_SCOPE(RigidShape_resolveCollision); // Apply impulses to resolve collision bool collided = false; for (S32 i = 0; i < cList.getCount(); i++) @@ -1314,6 +1319,7 @@ on the depth of penetration and the moment of inertia at the point of contact. */ bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt) { + PROFILE_SCOPE(RigidShape_resolveContacts); // Use spring forces to manage contact constraints. bool collided = false; Point3F t,p(0,0,0),l(0,0,0); diff --git a/Engine/source/T3D/vehicles/wheeledVehicle.cpp b/Engine/source/T3D/vehicles/wheeledVehicle.cpp index f912f5058..02f848714 100644 --- a/Engine/source/T3D/vehicles/wheeledVehicle.cpp +++ b/Engine/source/T3D/vehicles/wheeledVehicle.cpp @@ -799,7 +799,7 @@ void WheeledVehicle::advanceTime(F32 dt) // Stick the wheels to the ground. This is purely so they look // good while the vehicle is being interpolated. - extendWheels(); + //extendWheels(); // Update wheel angular position and slip, this is a client visual // feature only, it has no affect on the physics.