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skip the first integration in physics bodies, fixes #2213

This commit is contained in:
Juan Linietsky
2016-01-02 13:28:18 -03:00
parent 757b8c4206
commit 27c47e09a1
4 changed files with 12 additions and 2 deletions

View File

@@ -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) { 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; do_motion=true;
} else { } else {
if (!omit_force_integration) { if (!omit_force_integration && !first_integration) {
//overriden by direct state query //overriden by direct state query
Vector3 force=gravity*mass; Vector3 force=gravity*mass;
@@ -512,6 +514,7 @@ void BodySW::integrate_forces(real_t p_step) {
applied_force=Vector3(); applied_force=Vector3();
applied_torque=Vector3(); applied_torque=Vector3();
first_integration=false;
//motion=linear_velocity*p_step; //motion=linear_velocity*p_step;
@@ -749,6 +752,7 @@ BodySW::BodySW() : CollisionObjectSW(TYPE_BODY), active_list(this), inertia_upda
island_next=NULL; island_next=NULL;
island_list_next=NULL; island_list_next=NULL;
first_time_kinematic=false; first_time_kinematic=false;
first_integration=false;
_set_static(false); _set_static(false);
contact_count=0; contact_count=0;

View File

@@ -79,6 +79,8 @@ class BodySW : public CollisionObjectSW {
bool omit_force_integration; bool omit_force_integration;
bool active; bool active;
bool first_integration;
bool continuous_cd; bool continuous_cd;
bool can_sleep; bool can_sleep;
bool first_time_kinematic; bool first_time_kinematic;

View File

@@ -378,6 +378,7 @@ void Body2DSW::set_space(Space2DSW *p_space){
} }
first_integration=false;
} }
void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) { void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
@@ -471,7 +472,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
//} //}
} else { } else {
if (!omit_force_integration) { if (!omit_force_integration && !first_integration) {
//overriden by direct state query //overriden by direct state query
Vector2 force=gravity*mass; Vector2 force=gravity*mass;
@@ -506,6 +507,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
//motion=linear_velocity*p_step; //motion=linear_velocity*p_step;
first_integration=false;
biased_angular_velocity=0; biased_angular_velocity=0;
biased_linear_velocity=Vector2(); biased_linear_velocity=Vector2();
@@ -681,6 +683,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
gravity_scale=1.0; gravity_scale=1.0;
using_one_way_cache=false; using_one_way_cache=false;
one_way_collision_max_depth=0.1; one_way_collision_max_depth=0.1;
first_integration=false;
still_time=0; still_time=0;
continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED; continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;

View File

@@ -81,6 +81,7 @@ class Body2DSW : public CollisionObject2DSW {
bool active; bool active;
bool can_sleep; bool can_sleep;
bool first_time_kinematic; bool first_time_kinematic;
bool first_integration;
bool using_one_way_cache; bool using_one_way_cache;
void _update_inertia(); void _update_inertia();
virtual void _shapes_changed(); virtual void _shapes_changed();