Fix RigidBody collision update after changing collision layer/mask

Changing the collision layer of a sleeping body was not triggering area
updates correctly.

Bodies need to be active for collision to be checked against already
overlapping bodies and areas.

Neighbors need to be activated too in order to handle the case where a
static body is modified (it can't be activated directly but paired
bodies need to check their collision again).

In 3D, moved the call to wakeup() from the physics server to
BodySW::_shapes_changed to make it consistent with 2D and also handle
the case where shapes are modified (_shapes_changed is called in both
this case and collision layer changes).
This commit is contained in:
PouleyKetchoupp 2021-10-21 15:53:45 -07:00
parent 2c548d5005
commit 562d9cef1b
3 changed files with 3 additions and 2 deletions

View File

@ -287,6 +287,8 @@ PhysicsServer::BodyMode BodySW::get_mode() const {
void BodySW::_shapes_changed() {
_update_inertia();
wakeup();
wakeup_neighbours();
}
void BodySW::set_state(PhysicsServer::BodyState p_state, const Variant &p_variant) {

View File

@ -578,7 +578,6 @@ void PhysicsServerSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
ERR_FAIL_COND(!body);
body->set_collision_layer(p_layer);
body->wakeup();
}
uint32_t PhysicsServerSW::body_get_collision_layer(RID p_body) const {
@ -593,7 +592,6 @@ void PhysicsServerSW::body_set_collision_mask(RID p_body, uint32_t p_mask) {
ERR_FAIL_COND(!body);
body->set_collision_mask(p_mask);
body->wakeup();
}
uint32_t PhysicsServerSW::body_get_collision_mask(RID p_body) const {

View File

@ -251,6 +251,7 @@ Physics2DServer::BodyMode Body2DSW::get_mode() const {
void Body2DSW::_shapes_changed() {
_update_inertia();
wakeup();
wakeup_neighbours();
}