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-rw-r--r--servers/physics_2d/body_direct_state_2d_sw.cpp8
-rw-r--r--servers/physics_3d/body_direct_state_3d_sw.cpp8
2 files changed, 16 insertions, 0 deletions
diff --git a/servers/physics_2d/body_direct_state_2d_sw.cpp b/servers/physics_2d/body_direct_state_2d_sw.cpp
index 58250c3077..1e924a831e 100644
--- a/servers/physics_2d/body_direct_state_2d_sw.cpp
+++ b/servers/physics_2d/body_direct_state_2d_sw.cpp
@@ -59,6 +59,7 @@ real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
}
void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
+ body->set_active(true);
body->set_linear_velocity(p_velocity);
}
@@ -67,6 +68,7 @@ Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
}
void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
+ body->set_active(true);
body->set_angular_velocity(p_velocity);
}
@@ -87,26 +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->add_central_force(p_force);
}
void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
+ body->set_active(true);
body->add_force(p_force, p_position);
}
void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
+ body->set_active(true);
body->add_torque(p_torque);
}
void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
+ body->set_active(true);
body->apply_central_impulse(p_impulse);
}
void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
+ body->set_active(true);
body->apply_impulse(p_impulse, p_position);
}
void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
+ body->set_active(true);
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 d197dd288d..e74baefc3a 100644
--- a/servers/physics_3d/body_direct_state_3d_sw.cpp
+++ b/servers/physics_3d/body_direct_state_3d_sw.cpp
@@ -66,6 +66,7 @@ Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
}
void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
+ body->set_active(true);
body->set_linear_velocity(p_velocity);
}
@@ -74,6 +75,7 @@ Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
}
void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
+ body->set_active(true);
body->set_angular_velocity(p_velocity);
}
@@ -94,26 +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->add_central_force(p_force);
}
void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
+ body->set_active(true);
body->add_force(p_force, p_position);
}
void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
+ body->set_active(true);
body->add_torque(p_torque);
}
void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
+ body->set_active(true);
body->apply_central_impulse(p_impulse);
}
void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+ body->set_active(true);
body->apply_impulse(p_impulse, p_position);
}
void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
+ body->set_active(true);
body->apply_torque_impulse(p_impulse);
}