Remove needless check in motion test

Since now one-way collision is at shapes, the removed if was unneeded.
This commit is contained in:
Pedro J. Estébanez 2017-08-16 12:36:26 +02:00
parent 603b262d9b
commit e1bdf81008
1 changed files with 13 additions and 17 deletions

View File

@ -678,25 +678,21 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
}
if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
if (col_obj->is_shape_set_as_one_way_collision(j)) {
const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
if (col_obj->is_shape_set_as_one_way_collision(j)) {
Vector2 cd[2];
Physics2DServerSW::CollCbkData cbk;
cbk.max = 1;
cbk.amount = 0;
cbk.ptr = cd;
cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
;
cbk.valid_depth = 10e20;
Vector2 cd[2];
Physics2DServerSW::CollCbkData cbk;
cbk.max = 1;
cbk.amount = 0;
cbk.ptr = cd;
cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
;
cbk.valid_depth = 10e20;
Vector2 sep = mnormal; //important optimization for this to work fast enough
bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
if (!collided || cbk.amount == 0) {
continue;
}
Vector2 sep = mnormal; //important optimization for this to work fast enough
bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
if (!collided || cbk.amount == 0) {
continue;
}
}