void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) { BT_PROFILE("ownershipInfection"); const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr; ObjectMotionState* motionStateA = static_cast<ObjectMotionState*>(objectA->getUserPointer()); ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer()); if (motionStateB && ((motionStateA && motionStateA->getSimulatorID() == _sessionID && !objectA->isStaticObject()) || (objectA == characterObject))) { // NOTE: we might own the simulation of a kinematic object (A) // but we don't claim ownership of kinematic objects (B) based on collisions here. if (!objectB->isStaticOrKinematicObject() && motionStateB->getSimulatorID() != _sessionID) { quint8 priority = motionStateA ? motionStateA->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY; motionStateB->bump(priority); } } else if (motionStateA && ((motionStateB && motionStateB->getSimulatorID() == _sessionID && !objectB->isStaticObject()) || (objectB == characterObject))) { // SIMILARLY: we might own the simulation of a kinematic object (B) // but we don't claim ownership of kinematic objects (A) based on collisions here. if (!objectA->isStaticOrKinematicObject() && motionStateA->getSimulatorID() != _sessionID) { quint8 priority = motionStateB ? motionStateB->getSimulationPriority() : PERSONAL_SIMULATION_PRIORITY; motionStateA->bump(priority); } } }
void PhysicsEngine::doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB) { BT_PROFILE("ownershipInfection"); if (_sessionID.isNull()) { return; } const btCollisionObject* characterObject = _characterController ? _characterController->getCollisionObject() : nullptr; ObjectMotionState* a = static_cast<ObjectMotionState*>(objectA->getUserPointer()); ObjectMotionState* b = static_cast<ObjectMotionState*>(objectB->getUserPointer()); if (b && ((a && a->getSimulatorID() == _sessionID && !objectA->isStaticObject()) || (objectA == characterObject))) { // NOTE: we might own the simulation of a kinematic object (A) // but we don't claim ownership of kinematic objects (B) based on collisions here. if (!objectB->isStaticOrKinematicObject()) { b->bump(); } } else if (a && ((b && b->getSimulatorID() == _sessionID && !objectB->isStaticObject()) || (objectB == characterObject))) { // SIMILARLY: we might own the simulation of a kinematic object (B) // but we don't claim ownership of kinematic objects (A) based on collisions here. if (!objectA->isStaticOrKinematicObject()) { a->bump(); } } }