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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.
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@ -1557,6 +1557,13 @@ void BulletPhysicsServer3D::sync() {
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}
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void BulletPhysicsServer3D::flush_queries() {
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if (!active) {
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return;
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}
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for (int i = 0; i < active_spaces_count; ++i) {
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active_spaces[i]->flush_queries();
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}
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}
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void BulletPhysicsServer3D::finish() {
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@ -579,10 +579,6 @@ void SpaceBullet::remove_all_collision_objects() {
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}
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}
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void onBulletPreTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
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static_cast<SpaceBullet *>(p_dynamicsWorld->getWorldUserInfo())->flush_queries();
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}
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void onBulletTickCallback(btDynamicsWorld *p_dynamicsWorld, btScalar timeStep) {
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const btCollisionObjectArray &colObjArray = p_dynamicsWorld->getCollisionObjectArray();
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@ -650,7 +646,6 @@ void SpaceBullet::create_empty_world(bool p_create_soft_world) {
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dynamicsWorld->setWorldUserInfo(this);
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dynamicsWorld->setInternalTickCallback(onBulletPreTickCallback, this, true);
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dynamicsWorld->setInternalTickCallback(onBulletTickCallback, this, false);
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dynamicsWorld->getBroadphase()->getOverlappingPairCache()->setInternalGhostPairCallback(ghostPairCallback); // Setup ghost check
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dynamicsWorld->getPairCache()->setOverlapFilterCallback(godotFilterCallback);
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