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Fix moveWithCollisions when no worker is used

When the worker is not used for collisions, there is no need to
recalculate the new position (using the collider's radius).
Raanan Weber преди 10 години
родител
ревизия
45e945592e
променени са 2 файла, в които са добавени 4 реда и са изтрити 12 реда
  1. 2 6
      Babylon/Mesh/babylon.abstractMesh.js
  2. 2 6
      Babylon/Mesh/babylon.abstractMesh.ts

+ 2 - 6
Babylon/Mesh/babylon.abstractMesh.js

@@ -75,7 +75,7 @@ var BABYLON;
             this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
                 if (collidedMesh === void 0) { collidedMesh = null; }
                 //TODO move this to the collision coordinator!
-                if (collisionId != null || collisionId != undefined)
+                if (_this.getScene().workerCollisions)
                     newPosition.multiplyInPlace(_this._collider.radius);
                 newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
                 if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
@@ -501,10 +501,7 @@ var BABYLON;
             this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(yaw + yawCor, pitch + pitchCor, rollCor);
         };
         AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
-            if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
-                return false;
-            }
-            return true;
+            return this._boundingInfo.isInFrustum(frustumPlanes);
         };
         AbstractMesh.prototype.isCompletelyInFrustum = function (camera) {
             if (!camera) {
@@ -824,4 +821,3 @@ var BABYLON;
     })(BABYLON.Node);
     BABYLON.AbstractMesh = AbstractMesh;
 })(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.abstractMesh.js.map

+ 2 - 6
Babylon/Mesh/babylon.abstractMesh.ts

@@ -564,11 +564,7 @@
         }
 
         public isInFrustum(frustumPlanes: Plane[]): boolean {
-            if (!this._boundingInfo.isInFrustum(frustumPlanes)) {
-                return false;
-            }
-
-            return true;
+            return this._boundingInfo.isInFrustum(frustumPlanes);
         }
 
         public isCompletelyInFrustum(camera?: Camera): boolean {
@@ -724,7 +720,7 @@
 
         private _onCollisionPositionChange = (collisionId: number, newPosition: Vector3, collidedMesh: AbstractMesh = null) => {
             //TODO move this to the collision coordinator!
-            if (collisionId != null || collisionId != undefined)
+            if (this.getScene().workerCollisions)
                 newPosition.multiplyInPlace(this._collider.radius);
 
             newPosition.subtractToRef(this._oldPositionForCollisions, this._diffPositionForCollisions);