Fixed bug where transform dirty flags were not being properly cleared.

This was preventing bodies from going to sleep and transforms always updating.
This commit is contained in:
Diren D Bharwani 2022-11-22 20:46:05 +08:00
parent dab51ee4cf
commit 62c4b3837d
2 changed files with 12 additions and 5 deletions

View File

@ -47,14 +47,14 @@ namespace SHADE
{
// Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
UpdateEntity(SCENE_GRAPH.GetRoot(), false);
}
void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
{
// Get the current scene graph to traverse and update
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
UpdateEntity(SCENE_GRAPH.GetRoot(), true);
}
void SHTransformSystem::Init()

View File

@ -302,9 +302,12 @@ namespace SHADE
{
colliderComponent->position = WORLD_POS;
colliderComponent->orientation = WORLD_ROT;
colliderComponent->scale = WORLD_SCL;
colliderComponent->RecomputeCollisionShapes();
if (colliderComponent->scale != WORLD_SCL)
{
colliderComponent->scale = WORLD_SCL;
colliderComponent->RecomputeCollisionShapes();
}
}
}
@ -325,7 +328,11 @@ namespace SHADE
if (physicsObject.GetRigidBody()->isActive())
physicsObject.prevTransform = CURRENT_TF;
// Sync with rigid bodies. If an object doesn't have a rigidbody, no update is needed here as it is done in pre-update.
// Skip sleeping objects
if (physicsObject.GetRigidBody()->isSleeping())
return;
// Sync with rigid bodies
if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
{
// Skip static bodies