BulletSim: remove collision cache clearing logic for physical objects.
This fixes constraints from getting messed up when properties change.0.7.6-extended
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				|  | @ -302,13 +302,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
|     { | ||||
|         if (PhysBody.HasPhysicalBody) | ||||
|         { | ||||
|             // Clear the collision cache since we've changed some properties. | ||||
|             PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); | ||||
|             if (IsPhysical) | ||||
|             { | ||||
|                 // Physical objects might need activating | ||||
|                 PhysScene.PE.Activate(PhysBody, forceIt); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 // Clear the collision cache since we've changed some properties. | ||||
|                 PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|  |  | |||
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	 Robert Adams
						Robert Adams