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rigidshape and wheeledvehicle perf work
a) add more profiling for analysis b)don't bother trying to update collision if we're set to imobility or not moving fast eough for even the contact velocity tolerance threshold to trip c) updateforces and updateWheelParticles already trigger extendWheels(); . no need to do it a third time
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2 changed files with 7 additions and 1 deletions
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@ -1234,6 +1234,10 @@ collision, impact and contact forces are generated.
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bool RigidShape::updateCollision(F32 dt)
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{
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PROFILE_SCOPE(RigidShape_updateCollision);
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if (mRigid.atRest || mDisableMove || (getVelocity().lenSquared() < mDataBlock->contactTol * mDataBlock->contactTol)) return false;
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// Update collision information
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MatrixF mat,cmat;
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mConvex.transform = &mat;
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@ -1262,6 +1266,7 @@ on standard collision resolution formulas.
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*/
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bool RigidShape::resolveCollision(Rigid& ns,CollisionList& cList)
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{
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PROFILE_SCOPE(RigidShape_resolveCollision);
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// Apply impulses to resolve collision
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bool collided = false;
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for (S32 i = 0; i < cList.getCount(); i++)
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@ -1314,6 +1319,7 @@ on the depth of penetration and the moment of inertia at the point of contact.
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*/
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bool RigidShape::resolveContacts(Rigid& ns,CollisionList& cList,F32 dt)
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{
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PROFILE_SCOPE(RigidShape_resolveContacts);
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// Use spring forces to manage contact constraints.
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bool collided = false;
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Point3F t,p(0,0,0),l(0,0,0);
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