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authorJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
commita84ba9c853f972f8e666b17f3e0f875b7282e6c1 (patch)
tree70a5d44acbecc93011333d13dd51b1786d42eae3 /servers/physics_2d
parent13a848e332092b40956739a08fa0dac3357db950 (diff)
Collada
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/body_2d_sw.cpp13
-rw-r--r--servers/physics_2d/body_2d_sw.h1
2 files changed, 13 insertions, 1 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index e90faa3efb..fbad19f6be 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -176,6 +176,7 @@ float Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
+ Physics2DServer::BodyMode prev=mode;
mode=p_mode;
switch(p_mode) {
@@ -189,6 +190,9 @@ void Body2DSW::set_mode(Physics2DServer::BodyMode p_mode) {
set_active(p_mode==Physics2DServer::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity=Vector2();
angular_velocity=0;
+ if (mode==Physics2DServer::BODY_MODE_KINEMATIC && prev!=mode) {
+ first_time_kinematic=true;
+ }
} break;
case Physics2DServer::BODY_MODE_RIGID: {
@@ -226,9 +230,15 @@ void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_va
if (mode==Physics2DServer::BODY_MODE_KINEMATIC) {
- new_transform=p_variant;
+
+ new_transform=p_variant;
//wakeup_neighbours();
set_active(true);
+ if (first_time_kinematic) {
+ _set_transform(p_variant);
+ _set_inv_transform(get_transform().affine_inverse());
+ first_time_kinematic=false;
+ }
} else if (mode==Physics2DServer::BODY_MODE_STATIC) {
_set_transform(p_variant);
_set_inv_transform(get_transform().affine_inverse());
@@ -591,6 +601,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
island_next=NULL;
island_list_next=NULL;
_set_static(false);
+ first_time_kinematic=false;
density=0;
contact_count=0;
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index cf4d5c92f2..7bf17023ac 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -72,6 +72,7 @@ class Body2DSW : public CollisionObject2DSW {
bool omit_force_integration;
bool active;
bool can_sleep;
+ bool first_time_kinematic;
void _update_inertia();
virtual void _shapes_changed();
Matrix32 new_transform;