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-rw-r--r--servers/physics/body_sw.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp
index 79d08b1e75..b0ed99cb48 100644
--- a/servers/physics/body_sw.cpp
+++ b/servers/physics/body_sw.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -380,6 +380,8 @@ void BodySW::set_space(SpaceSW *p_space){
}
+ first_integration=true;
+
}
void BodySW::_compute_area_gravity_and_dampenings(const AreaSW *p_area) {
@@ -479,7 +481,7 @@ void BodySW::integrate_forces(real_t p_step) {
do_motion=true;
} else {
- if (!omit_force_integration) {
+ if (!omit_force_integration && !first_integration) {
//overriden by direct state query
Vector3 force=gravity*mass;
@@ -512,6 +514,7 @@ void BodySW::integrate_forces(real_t p_step) {
applied_force=Vector3();
applied_torque=Vector3();
+ first_integration=false;
//motion=linear_velocity*p_step;
@@ -749,6 +752,7 @@ BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_upda
island_next=NULL;
island_list_next=NULL;
first_time_kinematic=false;
+ first_integration=false;
_set_static(false);
contact_count=0;