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Jolt: Update to 5.4.0
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@@ -794,8 +794,6 @@ inline void ContactConstraintManager::CalculateFrictionAndNonPenetrationConstrai
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void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactAllocator, Body &inBody1, Body &inBody2, bool &outPairHandled, bool &outConstraintCreated)
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{
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JPH_PROFILE_FUNCTION();
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// Start with nothing found and not handled
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outConstraintCreated = false;
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outPairHandled = false;
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@@ -923,7 +921,7 @@ void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactA
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const CachedContactPoint &ccp = output_cm->mContactPoints[i];
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manifold.mRelativeContactPointsOn1[i] = transform_body1.Multiply3x3(Vec3::sLoadFloat3Unsafe(ccp.mPosition1));
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manifold.mRelativeContactPointsOn2[i] = local_transform_body2 * Vec3::sLoadFloat3Unsafe(ccp.mPosition2);
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penetration_depth = max(penetration_depth, (manifold.mRelativeContactPointsOn1[0] - manifold.mRelativeContactPointsOn2[0]).Dot(world_space_normal));
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penetration_depth = max(penetration_depth, (manifold.mRelativeContactPointsOn1[i] - manifold.mRelativeContactPointsOn2[i]).Dot(world_space_normal));
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}
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manifold.mPenetrationDepth = penetration_depth; // We don't have the penetration depth anymore, estimate it
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@@ -996,8 +994,6 @@ void ContactConstraintManager::GetContactsFromCache(ContactAllocator &ioContactA
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ContactConstraintManager::BodyPairHandle ContactConstraintManager::AddBodyPair(ContactAllocator &ioContactAllocator, const Body &inBody1, const Body &inBody2)
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{
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JPH_PROFILE_FUNCTION();
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// Swap bodies so that body 1 id < body 2 id
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const Body *body1, *body2;
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if (inBody1.GetID() < inBody2.GetID())
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