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Merge pull request #10373 from RandomShaper/remove-physics-check
Remove needless check in motion test
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commit
5422585db6
@ -678,25 +678,21 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
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}
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}
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if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
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if (col_obj->is_shape_set_as_one_way_collision(j)) {
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const Body2DSW *body = static_cast<const Body2DSW *>(col_obj);
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if (col_obj->is_shape_set_as_one_way_collision(j)) {
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Vector2 cd[2];
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Physics2DServerSW::CollCbkData cbk;
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cbk.max = 1;
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cbk.amount = 0;
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cbk.ptr = cd;
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cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
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;
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cbk.valid_depth = 10e20;
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Vector2 cd[2];
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Physics2DServerSW::CollCbkData cbk;
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cbk.max = 1;
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cbk.amount = 0;
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cbk.ptr = cd;
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cbk.valid_dir = body_shape_xform.get_axis(1).normalized();
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;
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cbk.valid_depth = 10e20;
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Vector2 sep = mnormal; //important optimization for this to work fast enough
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
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if (!collided || cbk.amount == 0) {
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continue;
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}
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Vector2 sep = mnormal; //important optimization for this to work fast enough
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bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), Physics2DServerSW::_shape_col_cbk, &cbk, &sep, 0);
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if (!collided || cbk.amount == 0) {
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continue;
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}
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}
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