properly wake up bodies when a parameter changes, fixes #1740
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@ -261,6 +261,7 @@ void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_varian
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_set_inv_transform(get_transform().inverse());
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}
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wakeup();
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} break;
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case PhysicsServer::BODY_STATE_LINEAR_VELOCITY: {
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@ -268,11 +269,13 @@ void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant& p_varian
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//if (mode==PhysicsServer::BODY_MODE_STATIC)
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// break;
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linear_velocity=p_variant;
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wakeup();
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} break;
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case PhysicsServer::BODY_STATE_ANGULAR_VELOCITY: {
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//if (mode!=PhysicsServer::BODY_MODE_RIGID)
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// break;
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angular_velocity=p_variant;
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wakeup();
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} break;
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case PhysicsServer::BODY_STATE_SLEEPING: {
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@ -200,6 +200,12 @@ public:
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void set_active(bool p_active);
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_FORCE_INLINE_ bool is_active() const { return active; }
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_FORCE_INLINE_ void wakeup() {
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if ((get_space() && active) || mode==PhysicsServer::BODY_MODE_STATIC || mode==PhysicsServer::BODY_MODE_KINEMATIC)
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return;
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set_active(true);
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}
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void set_param(PhysicsServer::BodyParameter p_param, float);
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float get_param(PhysicsServer::BodyParameter p_param) const;
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@ -604,6 +604,7 @@ void PhysicsServerSW::body_set_layer_mask(RID p_body, uint32_t p_mask) {
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ERR_FAIL_COND(!body);
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body->set_layer_mask(p_mask);
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body->wakeup();
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}
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@ -674,6 +675,7 @@ void PhysicsServerSW::body_set_state(RID p_body, BodyState p_state, const Varian
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ERR_FAIL_COND(!body);
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body->set_state(p_state,p_variant);
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};
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Variant PhysicsServerSW::body_get_state(RID p_body, BodyState p_state) const {
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@ -691,6 +693,7 @@ void PhysicsServerSW::body_set_applied_force(RID p_body, const Vector3& p_force)
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ERR_FAIL_COND(!body);
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body->set_applied_force(p_force);
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body->wakeup();
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};
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Vector3 PhysicsServerSW::body_get_applied_force(RID p_body) const {
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@ -706,6 +709,7 @@ void PhysicsServerSW::body_set_applied_torque(RID p_body, const Vector3& p_torqu
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ERR_FAIL_COND(!body);
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body->set_applied_torque(p_torque);
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body->wakeup();
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};
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Vector3 PhysicsServerSW::body_get_applied_torque(RID p_body) const {
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@ -722,6 +726,7 @@ void PhysicsServerSW::body_apply_impulse(RID p_body, const Vector3& p_pos, const
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ERR_FAIL_COND(!body);
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body->apply_impulse(p_pos,p_impulse);
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body->wakeup();
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};
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void PhysicsServerSW::body_set_axis_velocity(RID p_body, const Vector3& p_axis_velocity) {
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@ -734,6 +739,7 @@ void PhysicsServerSW::body_set_axis_velocity(RID p_body, const Vector3& p_axis_v
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v-=axis*axis.dot(v);
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v+=p_axis_velocity;
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body->set_linear_velocity(v);
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body->wakeup();
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};
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@ -743,6 +749,7 @@ void PhysicsServerSW::body_set_axis_lock(RID p_body,BodyAxisLock p_lock) {
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BodySW *body = body_owner.get(p_body);
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ERR_FAIL_COND(!body);
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body->set_axis_lock(p_lock);
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body->wakeup();
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}
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@ -762,6 +769,7 @@ void PhysicsServerSW::body_add_collision_exception(RID p_body, RID p_body_b) {
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ERR_FAIL_COND(!body);
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body->add_exception(p_body_b);
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body->wakeup();
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};
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@ -771,6 +779,7 @@ void PhysicsServerSW::body_remove_collision_exception(RID p_body, RID p_body_b)
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ERR_FAIL_COND(!body);
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body->remove_exception(p_body_b);
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body->wakeup();
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};
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@ -279,6 +279,7 @@ void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_va
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_set_inv_transform(get_transform().inverse());
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}
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wakeup();
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} break;
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case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
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@ -286,12 +287,14 @@ void Body2DSW::set_state(Physics2DServer::BodyState p_state, const Variant& p_va
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//if (mode==Physics2DServer::BODY_MODE_STATIC)
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// break;
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linear_velocity=p_variant;
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wakeup();
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} break;
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case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
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//if (mode!=Physics2DServer::BODY_MODE_RIGID)
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// break;
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angular_velocity=p_variant;
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wakeup();
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} break;
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case Physics2DServer::BODY_STATE_SLEEPING: {
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@ -201,6 +201,15 @@ public:
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void set_active(bool p_active);
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_FORCE_INLINE_ bool is_active() const { return active; }
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_FORCE_INLINE_ void wakeup() {
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if ((get_space() && active) || mode==Physics2DServer::BODY_MODE_STATIC || mode==Physics2DServer::BODY_MODE_KINEMATIC)
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return;
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set_active(true);
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}
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void set_param(Physics2DServer::BodyParameter p_param, float);
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float get_param(Physics2DServer::BodyParameter p_param) const;
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@ -783,6 +783,8 @@ void Physics2DServerSW::body_set_applied_force(RID p_body, const Vector2& p_forc
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ERR_FAIL_COND(!body);
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body->set_applied_force(p_force);
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body->wakeup();
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};
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Vector2 Physics2DServerSW::body_get_applied_force(RID p_body) const {
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@ -798,6 +800,7 @@ void Physics2DServerSW::body_set_applied_torque(RID p_body, float p_torque) {
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ERR_FAIL_COND(!body);
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body->set_applied_torque(p_torque);
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body->wakeup();
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};
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float Physics2DServerSW::body_get_applied_torque(RID p_body) const {
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@ -814,6 +817,7 @@ void Physics2DServerSW::body_apply_impulse(RID p_body, const Vector2& p_pos, con
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ERR_FAIL_COND(!body);
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body->apply_impulse(p_pos,p_impulse);
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body->wakeup();
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};
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void Physics2DServerSW::body_set_axis_velocity(RID p_body, const Vector2& p_axis_velocity) {
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@ -826,7 +830,7 @@ void Physics2DServerSW::body_set_axis_velocity(RID p_body, const Vector2& p_axis
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v-=axis*axis.dot(v);
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v+=p_axis_velocity;
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body->set_linear_velocity(v);
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body->wakeup();
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};
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void Physics2DServerSW::body_add_collision_exception(RID p_body, RID p_body_b) {
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@ -835,7 +839,7 @@ void Physics2DServerSW::body_add_collision_exception(RID p_body, RID p_body_b) {
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ERR_FAIL_COND(!body);
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body->add_exception(p_body_b);
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body->wakeup();
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};
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void Physics2DServerSW::body_remove_collision_exception(RID p_body, RID p_body_b) {
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@ -844,6 +848,7 @@ void Physics2DServerSW::body_remove_collision_exception(RID p_body, RID p_body_b
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ERR_FAIL_COND(!body);
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body->remove_exception(p_body_b);
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body->wakeup();
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};
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