Merge pull request #55036 from nekomatata/bvh-fix-update

Fix physics BVH pairing for teleported or fast moving objects
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Camille Mohr-Daurat 2021-11-16 17:59:21 -07:00 committed by GitHub
commit 7d1b454b67
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2 changed files with 6 additions and 2 deletions

View file

@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
p_space->set_active_objects(active_count);
// Update the broadphase to register collision pairs.
p_space->update();
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
@ -286,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
all_constraints.clear();
p_space->update();
p_space->unlock();
_step++;
}

View file

@ -220,6 +220,9 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)
p_space->set_active_objects(active_count);
// Update the broadphase to register collision pairs.
p_space->update();
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
@ -398,7 +401,6 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)
all_constraints.clear();
p_space->update();
p_space->unlock();
_step++;
}