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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 10 лет назад
Родитель
Сommit
45e945592e
2 измененных файлов с 4 добавлено и 12 удалено
  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);