Fixed Rigidbodies not sleeping #251
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@ -47,14 +47,14 @@ namespace SHADE
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{
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// Get the current scene graph to traverse and update
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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UpdateEntity(SCENE_GRAPH.GetRoot(), !IsRunInEditorPause);
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UpdateEntity(SCENE_GRAPH.GetRoot(), false);
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}
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void SHTransformSystem::TransformPostPhysicsUpdate::Execute(double) noexcept
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{
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// Get the current scene graph to traverse and update
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const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph();
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UpdateEntity(SCENE_GRAPH.GetRoot(), IsRunInEditorPause);
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UpdateEntity(SCENE_GRAPH.GetRoot(), true);
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}
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void SHTransformSystem::Init()
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@ -302,9 +302,12 @@ namespace SHADE
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{
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colliderComponent->position = WORLD_POS;
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colliderComponent->orientation = WORLD_ROT;
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colliderComponent->scale = WORLD_SCL;
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colliderComponent->RecomputeCollisionShapes();
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if (colliderComponent->scale != WORLD_SCL)
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{
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colliderComponent->scale = WORLD_SCL;
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colliderComponent->RecomputeCollisionShapes();
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}
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}
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}
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@ -325,7 +328,11 @@ namespace SHADE
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if (physicsObject.GetRigidBody()->isActive())
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physicsObject.prevTransform = CURRENT_TF;
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// Sync with rigid bodies. If an object doesn't have a rigidbody, no update is needed here as it is done in pre-update.
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// Skip sleeping objects
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if (physicsObject.GetRigidBody()->isSleeping())
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return;
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// Sync with rigid bodies
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if (rigidBodyComponent && SHSceneManager::CheckNodeAndComponentsActive<SHRigidBodyComponent>(physicsObject.entityID))
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{
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// Skip static bodies
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