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author | Camille Mohr-Daurat <pouleyKetchoup@gmail.com> | 2021-11-16 17:59:21 -0700 |
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committer | GitHub <noreply@github.com> | 2021-11-16 17:59:21 -0700 |
commit | 7d1b454b679a0a10a38dc4dee150bb433ff4979d (patch) | |
tree | c811316b203fe7ba3ff88bf69a6fb3cf0b72ce6b /servers/physics_3d | |
parent | 184b5244ba501d2323c4bf8631695bd873da9bd9 (diff) | |
parent | afb9e2d9b7ed624a416329246dd265ac5f2d4254 (diff) |
Merge pull request #55036 from nekomatata/bvh-fix-update
Fix physics BVH pairing for teleported or fast moving objects
Diffstat (limited to 'servers/physics_3d')
-rw-r--r-- | servers/physics_3d/godot_step_3d.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp index 331d65df49..5453c4415c 100644 --- a/servers/physics_3d/godot_step_3d.cpp +++ b/servers/physics_3d/godot_step_3d.cpp @@ -220,6 +220,9 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations) p_space->set_active_objects(active_count); + // Update the broadphase to register collision pairs. + p_space->update(); + { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); @@ -398,7 +401,6 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta, int p_iterations) all_constraints.clear(); - p_space->update(); p_space->unlock(); _step++; } |