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@@ -56,17 +56,14 @@ JPH_INLINE void ContactConstraintManager::WorldContactPoint::TemplatedCalculateF
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Vec3 r1 = Vec3(p - inBody1.GetCenterOfMassPosition());
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Vec3 r2 = Vec3(p - inBody2.GetCenterOfMassPosition());
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- const MotionProperties *mp1 = inBody1.GetMotionPropertiesUnchecked();
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- const MotionProperties *mp2 = inBody2.GetMotionPropertiesUnchecked();
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-
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// Calculate velocity of collision points
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Vec3 relative_velocity;
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if constexpr (Type1 != EMotionType::Static && Type2 != EMotionType::Static)
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- relative_velocity = mp2->GetPointVelocityCOM(r2) - mp1->GetPointVelocityCOM(r1);
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+ relative_velocity = inBody2.GetMotionPropertiesUnchecked()->GetPointVelocityCOM(r2) - inBody1.GetMotionPropertiesUnchecked()->GetPointVelocityCOM(r1);
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else if constexpr (Type1 != EMotionType::Static)
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- relative_velocity = -mp1->GetPointVelocityCOM(r1);
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+ relative_velocity = -inBody1.GetMotionPropertiesUnchecked()->GetPointVelocityCOM(r1);
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else if constexpr (Type2 != EMotionType::Static)
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- relative_velocity = mp2->GetPointVelocityCOM(r2);
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+ relative_velocity = inBody2.GetMotionPropertiesUnchecked()->GetPointVelocityCOM(r2);
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else
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{
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JPH_ASSERT(false); // Static vs static makes no sense
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