فهرست منبع

RigidBody2D: rename apply_impulse(pos) to offset.

Josh Grams 9 سال پیش
والد
کامیت
ffaced87a6
3فایلهای تغییر یافته به همراه6 افزوده شده و 6 حذف شده
  1. 2 2
      scene/2d/physics_body_2d.cpp
  2. 1 1
      scene/2d/physics_body_2d.h
  3. 3 3
      servers/physics_2d/body_2d_sw.h

+ 2 - 2
scene/2d/physics_body_2d.cpp

@@ -772,9 +772,9 @@ int RigidBody2D::get_max_contacts_reported() const{
 	return max_contacts_reported;
 	return max_contacts_reported;
 }
 }
 
 
-void RigidBody2D::apply_impulse(const Vector2& p_pos, const Vector2& p_impulse) {
+void RigidBody2D::apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
 
 
-	Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse);
+	Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_offset,p_impulse);
 }
 }
 
 
 void RigidBody2D::set_applied_force(const Vector2& p_force) {
 void RigidBody2D::set_applied_force(const Vector2& p_force) {

+ 1 - 1
scene/2d/physics_body_2d.h

@@ -263,7 +263,7 @@ public:
 	void set_continuous_collision_detection_mode(CCDMode p_mode);
 	void set_continuous_collision_detection_mode(CCDMode p_mode);
 	CCDMode get_continuous_collision_detection_mode() const;
 	CCDMode get_continuous_collision_detection_mode() const;
 
 
-	void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
+	void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse);
 
 
 	void set_applied_force(const Vector2& p_force);
 	void set_applied_force(const Vector2& p_force);
 	Vector2 get_applied_force() const;
 	Vector2 get_applied_force() const;

+ 3 - 3
servers/physics_2d/body_2d_sw.h

@@ -204,10 +204,10 @@ public:
 	_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
 	_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
 
 
 
 
-	_FORCE_INLINE_ void apply_impulse(const Vector2& p_pos, const Vector2& p_j) {
+	_FORCE_INLINE_ void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
 
 
-		linear_velocity += p_j * _inv_mass;
-		angular_velocity += _inv_inertia * p_pos.cross(p_j);
+		linear_velocity += p_impulse * _inv_mass;
+		angular_velocity += _inv_inertia * p_offset.cross(p_impulse);
 	}
 	}
 
 
 	_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {
 	_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {