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Merge pull request #100533 from mihe/jolt/sleeping-contacts
Stop reporting contacts for sleeping bodies when using Jolt Physics
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6e2cf2aa7b
@ -407,24 +407,28 @@ void JoltContactListener3D::_flush_contacts() {
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const JPH::SubShapeIDPair &shape_pair = E.key;
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Manifold &manifold = E.value;
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const JPH::BodyID body_ids[2] = { shape_pair.GetBody1ID(), shape_pair.GetBody2ID() };
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const JoltReadableBodies3D jolt_bodies = space->read_bodies(body_ids, 2);
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const JoltReadableBody3D jolt_body1 = space->read_body(shape_pair.GetBody1ID());
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const JoltReadableBody3D jolt_body2 = space->read_body(shape_pair.GetBody2ID());
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JoltBody3D *body1 = jolt_bodies[0].as_body();
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JoltBody3D *body1 = jolt_body1.as_body();
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ERR_FAIL_NULL(body1);
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JoltBody3D *body2 = jolt_bodies[1].as_body();
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JoltBody3D *body2 = jolt_body2.as_body();
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ERR_FAIL_NULL(body2);
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const int shape_index1 = body1->find_shape_index(shape_pair.GetSubShapeID1());
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const int shape_index2 = body2->find_shape_index(shape_pair.GetSubShapeID2());
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for (const Contact &contact : manifold.contacts1) {
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body1->add_contact(body2, manifold.depth, shape_index1, shape_index2, contact.normal, contact.point_self, contact.point_other, contact.velocity_self, contact.velocity_other, contact.impulse);
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if (jolt_body1->IsActive()) {
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for (const Contact &contact : manifold.contacts1) {
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body1->add_contact(body2, manifold.depth, shape_index1, shape_index2, contact.normal, contact.point_self, contact.point_other, contact.velocity_self, contact.velocity_other, contact.impulse);
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}
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}
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for (const Contact &contact : manifold.contacts2) {
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body2->add_contact(body1, manifold.depth, shape_index2, shape_index1, contact.normal, contact.point_self, contact.point_other, contact.velocity_self, contact.velocity_other, contact.impulse);
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if (jolt_body2->IsActive()) {
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for (const Contact &contact : manifold.contacts2) {
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body2->add_contact(body1, manifold.depth, shape_index2, shape_index1, contact.normal, contact.point_self, contact.point_other, contact.velocity_self, contact.velocity_other, contact.impulse);
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}
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}
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manifold.contacts1.clear();
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