You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-13 13:31:48 +00:00
skip the first integration in physics bodies, fixes #2213
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user