diff options
author | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2017-08-16 12:36:26 +0200 |
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committer | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2017-08-16 12:36:26 +0200 |
commit | e1bdf810086ca17595bc397e5ad53cfafc128ec6 (patch) | |
tree | 90b2333a538f24c227308cf7eaf79e09eccb2d9e /servers/physics_2d/space_2d_sw.cpp | |
parent | 603b262d9bfe757e4a009a80f1c80230d35512ba (diff) |
Remove needless check in motion test
Since now one-way collision is at shapes, the removed if was unneeded.
Diffstat (limited to 'servers/physics_2d/space_2d_sw.cpp')
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 30 |
1 files changed, 13 insertions, 17 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index a17d1f6a12..29f879d8e9 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -678,25 +678,21 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co } } - if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { + if (col_obj->is_shape_set_as_one_way_collision(j)) { - const Body2DSW *body = static_cast<const Body2DSW *>(col_obj); - if (col_obj->is_shape_set_as_one_way_collision(j)) { + Vector2 cd[2]; + Physics2DServerSW::CollCbkData cbk; + cbk.max = 1; + cbk.amount = 0; + cbk.ptr = cd; + cbk.valid_dir = body_shape_xform.get_axis(1).normalized(); + ; + cbk.valid_depth = 10e20; - Vector2 cd[2]; - Physics2DServerSW::CollCbkData cbk; - cbk.max = 1; - cbk.amount = 0; - cbk.ptr = cd; - cbk.valid_dir = body_shape_xform.get_axis(1).normalized(); - ; - cbk.valid_depth = 10e20; - - Vector2 sep = mnormal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0); - if (!collided || cbk.amount == 0) { - continue; - } + Vector2 sep = mnormal; //important optimization for this to work fast enough + bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0); + if (!collided || cbk.amount == 0) { + continue; } } |