Merge pull request #55036 from nekomatata/bvh-fix-update
Fix physics BVH pairing for teleported or fast moving objects
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commit
7d1b454b67
2 changed files with 6 additions and 2 deletions
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@ -152,6 +152,9 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
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p_space->set_active_objects(active_count);
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// Update the broadphase to register collision pairs.
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p_space->update();
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
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@ -286,7 +289,6 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta, int p_iterations)
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all_constraints.clear();
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p_space->update();
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p_space->unlock();
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_step++;
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}
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@ -220,6 +220,9 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)
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p_space->set_active_objects(active_count);
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// Update the broadphase to register collision pairs.
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p_space->update();
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{ //profile
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profile_endtime = OS::get_singleton()->get_ticks_usec();
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p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime);
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@ -398,7 +401,6 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations)
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all_constraints.clear();
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p_space->update();
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p_space->unlock();
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_step++;
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}
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