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Fixed the mesh contact logic #1735

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merged 1 commit into from Nov 6, 2018
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4 changes: 4 additions & 0 deletions source/main/physics/Beam.cpp
Expand Up @@ -2263,6 +2263,10 @@ void Actor::CalcAnimators(const int flag_state, float& cstate, int& div, Real ti

void Actor::CalcContacters()
{
for (int i = 0; i < ar_num_contacters; i++)
{
ar_nodes[ar_contacters[i]].nd_has_mesh_contact = false;
}
if (!ar_disable_self_collision)
{
IntraPointCD()->UpdateIntraPoint(this);
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1 change: 0 additions & 1 deletion source/main/physics/BeamForcesEuler.cpp
Expand Up @@ -1566,7 +1566,6 @@ void Actor::CalcNodes()
ar_nodes[i].RelPosition += ar_nodes[i].AbsPosition - oripos;
}
}
ar_nodes[i].nd_has_mesh_contact = false;

// record g forces on cameras
if (i == ar_main_camera_node_pos)
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