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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.

Marcel Admiraal 5 years ago
parent
commit
e7d8464f87
2 changed files with 6 additions and 5 deletions
  1. 6 0
      modules/bullet/bullet_physics_server.cpp
  2. 0 5
      modules/bullet/space_bullet.cpp

+ 6 - 0
modules/bullet/bullet_physics_server.cpp

@@ -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() {

+ 0 - 5
modules/bullet/space_bullet.cpp

@@ -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);