Merge pull request #259 from SHADE-DP/SP3-2-Physics

Fixed fatal bug where rigidbody masses was incorrectly computed when editor is enabled
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XiaoQiDigipen 2022-11-23 13:50:22 +08:00 committed by GitHub
commit 87936f1e31
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3 changed files with 11 additions and 4 deletions

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@ -250,9 +250,7 @@ namespace SHADE
}
// A static rigid body is implicitly created on creation of a physics object.
// We only need to sync rigid bodies here in the event it is non-static.
physicsObject->SyncRigidBody(*componentGroup.rigidBodyComponent);
// Nothing is needed here.
}
void SHPhysicsObjectManager::addCollider(const QueueCommand&, SHPhysicsObject* physicsObject, const PhysicsComponentGroup& componentGroup)
@ -269,7 +267,7 @@ namespace SHADE
//for (int i = 0; i < NUM_SHAPES; ++i)
// physicsObject->AddCollisionShape(i);
//physicsObject->SyncColliders(*componentGroup.colliderComponent);
physicsObject->SyncColliders(*componentGroup.colliderComponent);
}
void SHPhysicsObjectManager::removeRigidBody(const QueueCommand&, SHPhysicsObject* physicsObject, const PhysicsComponentGroup& componentGroup)

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@ -411,7 +411,14 @@ namespace SHADE
objectManager.AddRigidBody(EID);
if (SHComponentManager::HasComponent<SHColliderComponent>(EID))
{
objectManager.AddCollider(EID);
auto* COLLIDER = SHComponentManager::GetComponent<SHColliderComponent>(EID);
for (size_t i = 0; i < COLLIDER->GetCollisionShapes().size(); ++i)
objectManager.AddCollisionShape(EID, i);
}
};
////////////////////////////////

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@ -255,6 +255,8 @@ namespace SHADE
// Sync transforms & physics components transforms
if (transformComponent && transformComponent->HasChanged())
{
physicsObject.GetRigidBody()->setIsSleeping(false);
preUpdateSyncTransform
(
physicsObject