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@@ -90,10 +90,10 @@ public:
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BVHHandle create(T *p_userdata, const AABB &p_aabb = AABB(), int p_subindex = 0, bool p_pairable = false, uint32_t p_pairable_type = 0, uint32_t p_pairable_mask = 1) {
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- // not completely sure why, but the order of the pairing callbacks seems to be causing problems in
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- // the render tree unless these are flushed before creating a new object
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+ // not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
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+ // of waiting for update, so only uncomment this if there are bugs.
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if (USE_PAIRS) {
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- _check_for_collisions();
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+ //_check_for_collisions();
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}
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#ifdef TOOLS_ENABLED
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@@ -107,7 +107,15 @@ public:
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BVHHandle h = tree.item_add(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask);
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if (USE_PAIRS) {
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- _add_changed_item(h, p_aabb);
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+ // for safety initialize the expanded AABB
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+ AABB &expanded_aabb = tree._pairs[h.id()].expanded_aabb;
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+ expanded_aabb = p_aabb;
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+ expanded_aabb.grow_by(tree._pairing_expansion);
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+
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+ // force a collision check no matter the AABB
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+ _add_changed_item(h, p_aabb, false);
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+
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+ _check_for_collisions(true);
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}
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return h;
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@@ -170,6 +178,8 @@ public:
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}
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tree.item_remove(p_handle);
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+
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+ _check_for_collisions(true);
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}
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// call e.g. once per frame (this does a trickle optimize)
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@@ -192,11 +202,9 @@ public:
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if (USE_PAIRS) {
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- // not completely sure why, but the order of the pairing callbacks seems to be causing problems in
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- // the render tree unless these are flushed before creating a new object.. we will do this for set_pairable
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- // to just in case. This may not be required, and may slow things down slightly when there are a lot
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- // of visibility changes in a frame
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- _check_for_collisions();
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+ // not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
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+ // of waiting for update, so only uncomment this if there are bugs.
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+ //_check_for_collisions();
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// when the pairable state changes, we need to force a collision check because newly pairable
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// items may be in collision, and unpairable items might move out of collision.
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