| 470 | } |
| 471 | |
| 472 | void RigidBody::OnActiveTransformChanged() |
| 473 | { |
| 474 | // Change actor transform (but with locking) |
| 475 | ASSERT(!_isUpdatingTransform); |
| 476 | _isUpdatingTransform = true; |
| 477 | Transform transform = _transform; |
| 478 | PhysicsBackend::GetRigidActorPose(_actor, transform.Translation, transform.Orientation); |
| 479 | if (transform.Translation.IsNanOrInfinity() || transform.Orientation.IsNanOrInfinity()) |
| 480 | { |
| 481 | LOG(Error, "GetRigidActorPose retuned NaN/Inf transformation"); |
| 482 | transform = _transform; |
| 483 | } |
| 484 | if (_parent) |
| 485 | { |
| 486 | _parent->GetTransform().WorldToLocal(transform, _localTransform); |
| 487 | } |
| 488 | else |
| 489 | { |
| 490 | _localTransform = transform; |
| 491 | } |
| 492 | OnTransformChanged(); |
| 493 | _isUpdatingTransform = false; |
| 494 | } |
| 495 | |
| 496 | void RigidBody::BeginPlay(SceneBeginData* data) |
| 497 | { |
no test coverage detected