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-rw-r--r--servers/physics_2d/godot_body_2d.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp
index 44da5d4f3b..6873504f70 100644
--- a/servers/physics_2d/godot_body_2d.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -569,9 +569,8 @@ void GodotBody2D::integrate_forces(real_t p_step) {
if (!omit_force_integration) {
//overridden by direct state query
- Vector2 force = gravity * mass;
- force += applied_force;
- real_t torque = applied_torque;
+ Vector2 force = gravity * mass + applied_force + constant_force;
+ real_t torque = applied_torque + constant_torque;
real_t damp = 1.0 - p_step * total_linear_damp;
@@ -598,7 +597,10 @@ void GodotBody2D::integrate_forces(real_t p_step) {
}
}
- biased_angular_velocity = 0;
+ applied_force = Vector2();
+ applied_torque = 0.0;
+
+ biased_angular_velocity = 0.0;
biased_linear_velocity = Vector2();
if (do_motion) { //shapes temporarily extend for raycast