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Changed from directly waking bodies to using the wakeup() functions in direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967

added wakeup to 2d direct body
Daniel 4 年之前
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243f235300
共有 2 个文件被更改,包括 16 次插入16 次删除
  1. 8 8
      servers/physics_2d/body_direct_state_2d_sw.cpp
  2. 8 8
      servers/physics_3d/body_direct_state_3d_sw.cpp

+ 8 - 8
servers/physics_2d/body_direct_state_2d_sw.cpp

@@ -59,7 +59,7 @@ real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
 }
 
 void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
-	body->set_active(true);
+	body->wakeup();
 	body->set_linear_velocity(p_velocity);
 }
 
@@ -68,7 +68,7 @@ Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
 }
 
 void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
-	body->set_active(true);
+	body->wakeup();
 	body->set_angular_velocity(p_velocity);
 }
 
@@ -89,32 +89,32 @@ Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2
 }
 
 void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) {
-	body->set_active(true);
+	body->wakeup();
 	body->add_central_force(p_force);
 }
 
 void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
-	body->set_active(true);
+	body->wakeup();
 	body->add_force(p_force, p_position);
 }
 
 void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
-	body->set_active(true);
+	body->wakeup();
 	body->add_torque(p_torque);
 }
 
 void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
-	body->set_active(true);
+	body->wakeup();
 	body->apply_central_impulse(p_impulse);
 }
 
 void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
-	body->set_active(true);
+	body->wakeup();
 	body->apply_impulse(p_impulse, p_position);
 }
 
 void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
-	body->set_active(true);
+	body->wakeup();
 	body->apply_torque_impulse(p_torque);
 }
 

+ 8 - 8
servers/physics_3d/body_direct_state_3d_sw.cpp

@@ -66,7 +66,7 @@ Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
 }
 
 void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
-	body->set_active(true);
+	body->wakeup();
 	body->set_linear_velocity(p_velocity);
 }
 
@@ -75,7 +75,7 @@ Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
 }
 
 void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
-	body->set_active(true);
+	body->wakeup();
 	body->set_angular_velocity(p_velocity);
 }
 
@@ -96,32 +96,32 @@ Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3
 }
 
 void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) {
-	body->set_active(true);
+	body->wakeup();
 	body->add_central_force(p_force);
 }
 
 void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
-	body->set_active(true);
+	body->wakeup();
 	body->add_force(p_force, p_position);
 }
 
 void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
-	body->set_active(true);
+	body->wakeup();
 	body->add_torque(p_torque);
 }
 
 void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
-	body->set_active(true);
+	body->wakeup();
 	body->apply_central_impulse(p_impulse);
 }
 
 void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
-	body->set_active(true);
+	body->wakeup();
 	body->apply_impulse(p_impulse, p_position);
 }
 
 void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
-	body->set_active(true);
+	body->wakeup();
 	body->apply_torque_impulse(p_impulse);
 }