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move depth filtering closer to source
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b5537304a3
commit
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2 changed files with 4 additions and 6 deletions
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@ -1035,11 +1035,6 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
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if (!_tree || _shuttingDown) {
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return;
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}
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// Don't respond to small continuous contacts.
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const float COLLISION_MINUMUM_PENETRATION = 0.002f;
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if ((collision.type == CONTACT_EVENT_TYPE_CONTINUE) && (glm::length(collision.penetration) < COLLISION_MINUMUM_PENETRATION)) {
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return;
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}
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EntityTreePointer entityTree = std::static_pointer_cast<EntityTree>(_tree);
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const QUuid& myNodeID = DependencyManager::get<NodeList>()->getSessionUUID();
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@ -401,7 +401,10 @@ const CollisionEvents& PhysicsEngine::getCollisionEvents() {
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while (contactItr != _contactMap.end()) {
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ContactInfo& contact = contactItr->second;
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ContactEventType type = contact.computeType(_numContactFrames);
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if (type != CONTACT_EVENT_TYPE_CONTINUE || contact.readyForContinue(_numContactFrames)) {
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const btScalar SIGNIFICANT_DEPTH = -0.002f; // penetrations have negative distance
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if (type != CONTACT_EVENT_TYPE_CONTINUE ||
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(contact.distance < SIGNIFICANT_DEPTH &&
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contact.readyForContinue(_numContactFrames))) {
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ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(contactItr->first._a);
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ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(contactItr->first._b);
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