diff options
Diffstat (limited to 'scene/2d/physical_bone_2d.cpp')
-rw-r--r-- | scene/2d/physical_bone_2d.cpp | 26 |
1 files changed, 8 insertions, 18 deletions
diff --git a/scene/2d/physical_bone_2d.cpp b/scene/2d/physical_bone_2d.cpp index d547914e16..c1b0bc35dd 100644 --- a/scene/2d/physical_bone_2d.cpp +++ b/scene/2d/physical_bone_2d.cpp @@ -30,10 +30,12 @@ #include "physical_bone_2d.h" +#include "scene/2d/joint_2d.h" + void PhysicalBone2D::_notification(int p_what) { switch (p_what) { case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - // Position the RigidBody in the correct position. + // Position the RigidDynamicBody in the correct position. if (follow_bone_when_simulating) { _position_at_bone2d(); } @@ -150,27 +152,15 @@ void PhysicalBone2D::_start_physics_simulation() { return; } - // Reset to Bone2D position + // Reset to Bone2D position. _position_at_bone2d(); - // Apply the layers and masks + // Apply the layers and masks. PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), get_collision_layer()); PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), get_collision_mask()); - // Apply the correct mode - RigidBody2D::Mode rigid_mode = get_mode(); - if (rigid_mode == RigidBody2D::MODE_STATIC) { - set_body_mode(PhysicsServer2D::BODY_MODE_STATIC); - } else if (rigid_mode == RigidBody2D::MODE_DYNAMIC) { - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); - } else if (rigid_mode == RigidBody2D::MODE_KINEMATIC) { - set_body_mode(PhysicsServer2D::BODY_MODE_KINEMATIC); - } else if (rigid_mode == RigidBody2D::MODE_DYNAMIC_LOCKED) { - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC_LOCKED); - } else { - // Default to Dynamic. - set_body_mode(PhysicsServer2D::BODY_MODE_DYNAMIC); - } + // Apply the correct mode. + _apply_body_mode(); _internal_simulate_physics = true; set_physics_process_internal(true); @@ -295,7 +285,7 @@ void PhysicalBone2D::_bind_methods() { } PhysicalBone2D::PhysicalBone2D() { - // Stop the RigidBody from executing its force integration. + // Stop the RigidDynamicBody from executing its force integration. PhysicsServer2D::get_singleton()->body_set_collision_layer(get_rid(), 0); PhysicsServer2D::get_singleton()->body_set_collision_mask(get_rid(), 0); PhysicsServer2D::get_singleton()->body_set_mode(get_rid(), PhysicsServer2D::BodyMode::BODY_MODE_STATIC); |