Move Bullet physics query flush from Bullet space pre-tick callback to

Bullet physics flush_queries() as is done in Godot physics, and remove
the pre-tick callback.
This commit is contained in:
Marcel Admiraal 2020-07-07 17:12:34 +01:00
parent 2eb65b5c7e
commit e7d8464f87
2 changed files with 6 additions and 5 deletions

View file

@ -1572,6 +1572,12 @@ void BulletPhysicsServer::sync() {
}
void BulletPhysicsServer::flush_queries() {
if (!active)
return;
for (int i = 0; i < active_spaces_count; ++i) {
active_spaces[i]->flush_queries();
}
}
void BulletPhysicsServer::finish() {

View file

@ -560,10 +560,6 @@ void SpaceBullet::remove_all_collision_objects() {
}
}
void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
}
void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
@ -635,7 +631,6 @@ void SpaceBullet::create_empty_world(bool p_create_soft_world) {
dynamicsWorld->setWorldUserInfo(this);
dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);