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authorDaniel <daniel.j.tritscher@gmail.com>2021-10-04 07:57:26 +1300
committerDaniel <daniel.j.tritscher@gmail.com>2021-10-05 13:17:05 +1300
commit243f235300c92ff2e9166929a37627a791a02bc4 (patch)
tree9a57203f635773309e6bbf1586ad32188c51033f
parent66ab3ce954a94fd43baed1dd74381dd32c893407 (diff)
Changed from directly waking bodies to using the wakeup() functions in direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967
added wakeup to 2d direct body
-rw-r--r--servers/physics_2d/body_direct_state_2d_sw.cpp16
-rw-r--r--servers/physics_3d/body_direct_state_3d_sw.cpp16
2 files changed, 16 insertions, 16 deletions
diff --git a/servers/physics_2d/body_direct_state_2d_sw.cpp b/servers/physics_2d/body_direct_state_2d_sw.cpp
index 1c6adfe27c..b0673b9006 100644
--- a/servers/physics_2d/body_direct_state_2d_sw.cpp
+++ b/servers/physics_2d/body_direct_state_2d_sw.cpp
@@ -59,7 +59,7 @@ real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
}
void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
- body->set_active(true);
+ body->wakeup();
body->set_linear_velocity(p_velocity);
}
@@ -68,7 +68,7 @@ Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
}
void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
- body->set_active(true);
+ body->wakeup();
body->set_angular_velocity(p_velocity);
}
@@ -89,32 +89,32 @@ Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2
}
void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) {
- body->set_active(true);
+ body->wakeup();
body->add_central_force(p_force);
}
void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
- body->set_active(true);
+ body->wakeup();
body->add_force(p_force, p_position);
}
void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
- body->set_active(true);
+ body->wakeup();
body->add_torque(p_torque);
}
void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
- body->set_active(true);
+ body->wakeup();
body->apply_central_impulse(p_impulse);
}
void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
- body->set_active(true);
+ body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
- body->set_active(true);
+ body->wakeup();
body->apply_torque_impulse(p_torque);
}
diff --git a/servers/physics_3d/body_direct_state_3d_sw.cpp b/servers/physics_3d/body_direct_state_3d_sw.cpp
index e74baefc3a..d61a6ac8e4 100644
--- a/servers/physics_3d/body_direct_state_3d_sw.cpp
+++ b/servers/physics_3d/body_direct_state_3d_sw.cpp
@@ -66,7 +66,7 @@ Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
}
void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
- body->set_active(true);
+ body->wakeup();
body->set_linear_velocity(p_velocity);
}
@@ -75,7 +75,7 @@ Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
}
void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
- body->set_active(true);
+ body->wakeup();
body->set_angular_velocity(p_velocity);
}
@@ -96,32 +96,32 @@ Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3
}
void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) {
- body->set_active(true);
+ body->wakeup();
body->add_central_force(p_force);
}
void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
- body->set_active(true);
+ body->wakeup();
body->add_force(p_force, p_position);
}
void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
- body->set_active(true);
+ body->wakeup();
body->add_torque(p_torque);
}
void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
- body->set_active(true);
+ body->wakeup();
body->apply_central_impulse(p_impulse);
}
void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
- body->set_active(true);
+ body->wakeup();
body->apply_impulse(p_impulse, p_position);
}
void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
- body->set_active(true);
+ body->wakeup();
body->apply_torque_impulse(p_impulse);
}