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-rw-r--r--modules/bullet/rigid_body_bullet.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp
index 09177205b4..e5f70a0b34 100644
--- a/modules/bullet/rigid_body_bullet.cpp
+++ b/modules/bullet/rigid_body_bullet.cpp
@@ -597,6 +597,8 @@ void RigidBodyBullet::set_state(PhysicsServer::BodyState p_state, const Variant
if (!can_sleep) {
// Can't sleep
btBody->forceActivationState(DISABLE_DEACTIVATION);
+ } else {
+ btBody->forceActivationState(ACTIVE_TAG);
}
break;
}
@@ -797,6 +799,9 @@ void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transfor
btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time());
// The kinematic use MotionState class
godotMotionState->moveBody(p_global_transform);
+ } else {
+ // Is necesasry to avoid wrong location on the rendering side on the next frame
+ godotMotionState->setWorldTransform(p_global_transform);
}
CollisionObjectBullet::set_transform__bullet(p_global_transform);
}
@@ -822,7 +827,8 @@ void RigidBodyBullet::reload_shapes() {
// shapes incorrectly do not set the vector in calculateLocalIntertia.
// Arbitrary zero is preferable to undefined behaviour.
btVector3 inertia(0, 0, 0);
- mainShape->calculateLocalInertia(mass, inertia);
+ if (EMPTY_SHAPE_PROXYTYPE != mainShape->getShapeType()) // Necessary to avoid assertion of the empty shape
+ mainShape->calculateLocalInertia(mass, inertia);
btBody->setMassProps(mass, inertia);
}
btBody->updateInertiaTensor();