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path: root/servers/physics_3d/body_3d_sw.cpp
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Diffstat (limited to 'servers/physics_3d/body_3d_sw.cpp')
-rw-r--r--servers/physics_3d/body_3d_sw.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index 7f62e4eb85..6640245d91 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -302,10 +302,12 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va
} break;
case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
linear_velocity = p_variant;
+ constant_linear_velocity = linear_velocity;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
angular_velocity = p_variant;
+ constant_angular_velocity = angular_velocity;
wakeup();
} break;
@@ -473,7 +475,7 @@ void Body3DSW::integrate_forces(real_t p_step) {
//compute motion, angular and etc. velocities from prev transform
motion = new_transform.origin - get_transform().origin;
do_motion = true;
- linear_velocity = motion / p_step;
+ linear_velocity = constant_linear_velocity + motion / p_step;
//compute a FAKE angular velocity, not so easy
Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
@@ -482,7 +484,7 @@ void Body3DSW::integrate_forces(real_t p_step) {
rot.get_axis_angle(axis, angle);
axis.normalize();
- angular_velocity = axis * (angle / p_step);
+ angular_velocity = constant_angular_velocity + axis * (angle / p_step);
} else {
if (!omit_force_integration && !first_integration) {
//overridden by direct state query