|
@@ -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() {
|