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Improving update physics state of Oimo

UpdatePhysicsState would only change if Oimo detects a change in the mesh's collision. This way Oimo is forced to change the body's position.
This should only be used on immobile objects, as this "resets" the current forces applied on the body.
Raanan Weber 9 vuotta sitten
vanhempi
commit
2967058289
1 muutettua tiedostoa jossa 19 lisäystä ja 15 poistoa
  1. 19 15
      src/Physics/Plugins/babylon.oimoJSPlugin.ts

+ 19 - 15
src/Physics/Plugins/babylon.oimoJSPlugin.ts

@@ -237,28 +237,32 @@ module BABYLON {
 
 
             for (var index = 0; index < this._registeredMeshes.length; index++) {
             for (var index = 0; index < this._registeredMeshes.length; index++) {
                 var registeredMesh = this._registeredMeshes[index];
                 var registeredMesh = this._registeredMeshes[index];
+                var body = registeredMesh.body.body;
+                var updated : boolean = false;
+                var newPosition : Vector3;
                 if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
                 if (registeredMesh.mesh === mesh || registeredMesh.mesh === mesh.parent) {
-                    var body = registeredMesh.body.body;
                     mesh.computeWorldMatrix(true);
                     mesh.computeWorldMatrix(true);
-
-                    var center = mesh.getBoundingInfo().boundingBox.center;
-                    body.setPosition(new OIMO.Vec3(center.x, center.y, center.z));
-                    body.setQuaternion(mesh.rotationQuaternion);
-                    body.sleeping = false;
-                    return;
+                    
+                    newPosition = mesh.getBoundingInfo().boundingBox.center;
+                    
+                    updated = true;
                 }
                 }
                 // Case where the parent has been updated
                 // Case where the parent has been updated
-                if (registeredMesh.mesh.parent === mesh) {
+                else if (registeredMesh.mesh.parent === mesh) {
                     mesh.computeWorldMatrix(true);
                     mesh.computeWorldMatrix(true);
                     registeredMesh.mesh.computeWorldMatrix(true);
                     registeredMesh.mesh.computeWorldMatrix(true);
 
 
-                    var absolutePosition = registeredMesh.mesh.getAbsolutePosition();
-
-                    body = registeredMesh.body.body;
-                    body.setPosition(new OIMO.Vec3(absolutePosition.x, absolutePosition.y, absolutePosition.z));
-                    body.setQuaternion(mesh.rotationQuaternion);
-                    body.sleeping = false;
-                    return;
+                    newPosition = registeredMesh.mesh.getAbsolutePosition();
+                    
+                    updated = true;
+                }
+                
+                if(updated) {
+                	body.setPosition(new OIMO.Vec3(newPosition.x, newPosition.y, newPosition.z));
+                    	body.setQuaternion(mesh.rotationQuaternion);
+                    	body.sleeping = false;
+                    	//force Oimo to update the body's position
+                    	body.updatePosition(1);
                 }
                 }
             }
             }
         }
         }