Added check to prevent contact signal to happen too early
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1 changed files with 22 additions and 20 deletions
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@ -786,30 +786,32 @@ void SpaceBullet::check_body_collision() {
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if (numContacts) {
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btManifoldPoint &pt = contactManifold->getContactPoint(0);
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#endif
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Vector3 collisionWorldPosition;
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Vector3 collisionLocalPosition;
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Vector3 normalOnB;
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float appliedImpulse = pt.m_appliedImpulse;
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B_TO_G(pt.m_normalWorldOnB, normalOnB);
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if (pt.getDistance() <= 0.0) {
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Vector3 collisionWorldPosition;
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Vector3 collisionLocalPosition;
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Vector3 normalOnB;
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float appliedImpulse = pt.m_appliedImpulse;
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B_TO_G(pt.m_normalWorldOnB, normalOnB);
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if (bodyA->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
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/// pt.m_localPointB Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
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}
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if (bodyB->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
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/// pt.m_localPointA Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
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}
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if (bodyA->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnB(), collisionWorldPosition);
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/// pt.m_localPointB Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnB() - contactManifold->getBody1()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyA->add_collision_object(bodyB, collisionWorldPosition, collisionLocalPosition, normalOnB, appliedImpulse, pt.m_index1, pt.m_index0);
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}
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if (bodyB->can_add_collision()) {
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B_TO_G(pt.getPositionWorldOnA(), collisionWorldPosition);
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/// pt.m_localPointA Doesn't report the exact point in local space
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B_TO_G(pt.getPositionWorldOnA() - contactManifold->getBody0()->getWorldTransform().getOrigin(), collisionLocalPosition);
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bodyB->add_collision_object(bodyA, collisionWorldPosition, collisionLocalPosition, normalOnB * -1, appliedImpulse * -1, pt.m_index0, pt.m_index1);
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}
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#ifdef DEBUG_ENABLED
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if (is_debugging_contacts()) {
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add_debug_contact(collisionWorldPosition);
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}
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if (is_debugging_contacts()) {
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add_debug_contact(collisionWorldPosition);
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}
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#endif
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}
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}
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}
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}
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