diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 12 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.h | 5 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 17 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.h | 4 |
4 files changed, 26 insertions, 12 deletions
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index b0885a1f7b..68f114a34a 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -119,6 +119,8 @@ void GodotBody2D::update_mass_properties() { } break; } + + _update_transform_dependent(); } void GodotBody2D::reset_mass_properties() { @@ -179,7 +181,8 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian } break; case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: { calculate_center_of_mass = false; - center_of_mass = p_value; + center_of_mass_local = p_value; + _update_transform_dependent(); } break; case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { gravity_scale = p_value; @@ -301,6 +304,7 @@ void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p } _set_transform(t); _set_inv_transform(get_transform().inverse()); + _update_transform_dependent(); } wakeup(); @@ -400,6 +404,10 @@ void GodotBody2D::_compute_area_gravity_and_damping(const GodotArea2D *p_area) { area_angular_damp += p_area->get_angular_damp(); } +void GodotBody2D::_update_transform_dependent() { + center_of_mass = get_transform().basis_xform(center_of_mass_local); +} + void GodotBody2D::integrate_forces(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC) { return; @@ -568,6 +576,8 @@ void GodotBody2D::integrate_velocities(real_t p_step) { if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) { new_transform = get_transform(); } + + _update_transform_dependent(); } void GodotBody2D::wakeup_neighbours() { diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index c4f3578f1b..5fce362fa7 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -66,6 +66,7 @@ class GodotBody2D : public GodotCollisionObject2D { real_t inertia = 0.0; real_t _inv_inertia = 0.0; + Vector2 center_of_mass_local; Vector2 center_of_mass; bool calculate_inertia = true; @@ -139,7 +140,9 @@ class GodotBody2D : public GodotCollisionObject2D { uint64_t island_step = 0; - _FORCE_INLINE_ void _compute_area_gravity_and_damping(const GodotArea2D *p_area); + void _compute_area_gravity_and_damping(const GodotArea2D *p_area); + + void _update_transform_dependent(); friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index 6df6a0c45b..0564c4d452 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -40,7 +40,7 @@ void GodotBody3D::_mass_properties_changed() { } } -void GodotBody3D::_update_transform_dependant() { +void GodotBody3D::_update_transform_dependent() { center_of_mass = get_transform().basis.xform(center_of_mass_local); principal_inertia_axes = get_transform().basis * principal_inertia_axes_local; @@ -161,7 +161,7 @@ void GodotBody3D::update_mass_properties() { } break; } - _update_transform_dependant(); + _update_transform_dependent(); } void GodotBody3D::reset_mass_properties() { @@ -217,14 +217,14 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { principal_inertia_axes_local = Basis(); _inv_inertia = inertia.inverse(); - _update_transform_dependant(); + _update_transform_dependent(); } } } break; case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { calculate_center_of_mass = false; center_of_mass_local = p_value; - _update_transform_dependant(); + _update_transform_dependent(); } break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { gravity_scale = p_value; @@ -295,7 +295,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) { first_time_kinematic = true; } - _update_transform_dependant(); + _update_transform_dependent(); } break; case PhysicsServer3D::BODY_MODE_DYNAMIC: { @@ -303,7 +303,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { if (!calculate_inertia) { principal_inertia_axes_local = Basis(); _inv_inertia = inertia.inverse(); - _update_transform_dependant(); + _update_transform_dependent(); } _mass_properties_changed(); _set_static(false); @@ -314,7 +314,7 @@ void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = Vector3(); angular_velocity = Vector3(); - _update_transform_dependant(); + _update_transform_dependent(); _set_static(false); set_active(true); } @@ -355,6 +355,7 @@ void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p } _set_transform(t); _set_inv_transform(get_transform().inverse()); + _update_transform_dependent(); } wakeup(); @@ -651,7 +652,7 @@ void GodotBody3D::integrate_velocities(real_t p_step) { _set_transform(transform); _set_inv_transform(get_transform().inverse()); - _update_transform_dependant(); + _update_transform_dependent(); } void GodotBody3D::wakeup_neighbours() { diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index 1151a22c96..5acdab9d13 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -135,9 +135,9 @@ class GodotBody3D : public GodotCollisionObject3D { uint64_t island_step = 0; - _FORCE_INLINE_ void _compute_area_gravity_and_damping(const GodotArea3D *p_area); + void _compute_area_gravity_and_damping(const GodotArea3D *p_area); - _FORCE_INLINE_ void _update_transform_dependant(); + void _update_transform_dependent(); friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose |