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physics findings
rigid: main finding is rigid needs to take delta into account for integration (aka interpolation) also used POINT_EPSILON for thresholds for consistency for rigidshape/item/player, main finding was length calcs for the search area were all over the place, so we now derive the extended length of the cached area based on the velocity and the object's radius itself rather than guessin per class atrest gravity calc suplimental syncing between rigidshape and vehicle **remindernote POINT_EPSILO is 0.0001
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6 changed files with 15 additions and 14 deletions
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@ -6097,7 +6097,7 @@ void Player::updateWorkingCollisionSet()
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// box by the possible movement in that tick.
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Point3F scaledVelocity = mVelocity * TickSec;
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F32 len = scaledVelocity.len();
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F32 newLen = len + (10.0f * TickSec);
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F32 newLen = len + (mDataBlock->getShape()->mRadius * TickSec);
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// Check to see if it is actually necessary to construct the new working list,
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// or if we can use the cached version from the last query. We use the x
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