more correct comment

This commit is contained in:
Andrew Meadows 2017-03-10 09:18:29 -08:00
parent ffe69acb5c
commit 2c141fd555

View file

@ -149,10 +149,10 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
}
if (_activeStaticBodies.size() > 0) {
// very unlikely to get here but its theoretically possible:
// immediately after a static entity was moved we skipped a simulation step and never got around to
// updating the static entity's RigidBody AABB. Now we're deleting bodies ==> we must scan
// _activeStaticBodies for bodies being removed and clear any that we find.
// _activeStaticBodies was not cleared last frame.
// The only way to get here is if a static object were moved but we did not actually step the simulation last
// frame (because the framerate is faster than our physics simulation rate). When this happens we must scan
// _activeStaticBodies for objects that were recently deleted so we don't try to access a dangling pointer.
for (auto object : objects) {
btRigidBody* body = object->getRigidBody();