(480a052a8) Minor physics optimization: use SetTransformIgnoreContacts when correcting physicsbody positions

This commit is contained in:
Joonas Rikkonen
2019-04-23 11:15:32 +03:00
parent da3e325ffc
commit 9c5d25a2da
4 changed files with 13 additions and 7 deletions
@@ -105,7 +105,7 @@ namespace Barotrauma
if (Vector2.DistanceSquared(bodyPos, levelWall.Body.Position) > 0.5f)
{
levelWall.Body.SetTransform(bodyPos, levelWall.Body.Rotation);
levelWall.Body.SetTransformIgnoreContacts(ref bodyPos, levelWall.Body.Rotation);
}
}
}
@@ -42,10 +42,17 @@ namespace Barotrauma
bool displace = moveAmount.LengthSquared() > 100.0f * 100.0f;
foreach (Submarine sub in subsToMove)
{
sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
sub.PhysicsBody.LinearVelocity = newVelocity;
if (displace) sub.SubBody.DisplaceCharacters(moveAmount);
if (displace)
{
sub.PhysicsBody.SetTransform(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
sub.SubBody.DisplaceCharacters(moveAmount);
}
else
{
sub.PhysicsBody.SetTransformIgnoreContacts(sub.PhysicsBody.SimPosition + ConvertUnits.ToSimUnits(moveAmount), 0.0f);
}
}
if (closestSub != null && subsToMove.Contains(closestSub))
@@ -55,7 +62,6 @@ namespace Barotrauma
if (Character.Controlled != null) Character.Controlled.CursorPosition += moveAmount;
}
}
}
}