Reverted some changes
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@ -238,7 +238,7 @@ namespace SHADE
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// Build plane equation
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// Use first vertex to build the plane
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const SHPlane FACE_PLANE { polyhedron.GetVertex(FACE.vertexIndices[0].index), -polyhedron.GetNormal(i) };
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const SHPlane FACE_PLANE { polyhedron.GetVertex(FACE.vertexIndices[0].index), polyhedron.GetNormal(i) };
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// Find signed distance of center to plane
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const float SIGNED_DIST = FACE_PLANE.SignedDistance(CENTER);
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@ -52,16 +52,11 @@ namespace SHADE
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, .normal = manifold.normal
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};
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const auto* SHAPE_B = manifold.shapeB;
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const SHCollisionUtils::ShapeTransform TF_B = { SHAPE_B->GetWorldCentroid(), SHAPE_B->GetWorldOrientation() };
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const auto* SHAPE_A = manifold.shapeA;
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const SHCollisionUtils::ShapeTransform TF_A = { SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
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for (uint32_t i = 0; i < manifold.numContacts; ++i)
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{
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const SHVec3 WORLD_POINT_A = TF_B * manifold.contacts[i].localPointA;
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const SHVec3 WORLD_POINT_B = TF_B * manifold.contacts[i].localPointB;
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collisionEvent.contactPoints[i] = WORLD_POINT_A;
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}
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collisionEvent.contactPoints[i] = TF_A * manifold.contacts[i].localPointA;
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collisionEvents.emplace_back(collisionEvent);
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}
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@ -84,13 +79,11 @@ namespace SHADE
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const auto* SHAPE_B = manifold.shapeB;
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const SHCollisionUtils::ShapeTransform TF_A = { SHAPE_A->GetWorldCentroid(), SHAPE_A->GetWorldOrientation() };
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const SHCollisionUtils::ShapeTransform TF_B = { SHAPE_B->GetWorldCentroid(), SHAPE_B->GetWorldOrientation() };
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for (uint32_t i = 0; i < manifold.numContacts; ++i)
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{
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// Contact position will be the middle of worldPointA & worldPointB
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const SHVec3 WORLD_POINT_A = TF_B * manifold.contacts[i].localPointA;
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const SHVec3 WORLD_POINT_B = TF_B * manifold.contacts[i].localPointB;
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// Contact position will be world pont
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const SHVec3 WORLD_POINT_A = TF_A * manifold.contacts[i].localPointA;
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const ContactInfo INFO
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{
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