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Merge pull request #936 from Azaezel/alpha402/vehicleCleanups
rigidshape and wheeledvehicle perf work
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commit
abbfb634f3
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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@ -799,7 +799,7 @@ void WheeledVehicle::advanceTime(F32 dt)
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// Stick the wheels to the ground. This is purely so they look
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// good while the vehicle is being interpolated.
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extendWheels();
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//extendWheels();
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// Update wheel angular position and slip, this is a client visual
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// feature only, it has no affect on the physics.
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