In final phase of test_body_motion, move and cull AABB for body once instead of for every shape
(cherry picked from commit e6f1a44b4d
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@ -1000,6 +1000,9 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
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body_aabb.position += p_motion * unsafe;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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int from_shape = best_shape != -1 ? best_shape : 0;
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int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
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@ -1015,10 +1018,6 @@ bool SpaceSW::test_body_motion(BodySW *p_body, const Transform &p_from, const Ve
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continue;
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}
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body_aabb.position += p_motion * unsafe;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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for (int i = 0; i < amount; i++) {
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const CollisionObjectSW *col_obj = intersection_query_results[i];
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if (p_exclude.has(col_obj->get_self())) {
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@ -1080,6 +1080,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
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rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
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body_aabb.position += p_motion * unsafe;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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int from_shape = best_shape != -1 ? best_shape : 0;
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int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
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@ -1095,10 +1098,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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continue;
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}
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body_aabb.position += p_motion * unsafe;
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int amount = _cull_aabb_for_body(p_body, body_aabb);
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for (int i = 0; i < amount; i++) {
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const CollisionObject2DSW *col_obj = intersection_query_results[i];
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if (p_exclude.has(col_obj->get_self())) {
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