Merge pull request #84799 from mihe/fix-83412
Fix transform changes in `_integrate_forces` being overwritten
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64150060f8
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@ -431,7 +431,9 @@ struct _RigidBody2DInOut {
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void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
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void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
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if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
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if (!freeze || freeze_mode != FREEZE_MODE_KINEMATIC) {
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set_block_transform_notify(true);
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set_global_transform(p_state->get_transform());
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set_global_transform(p_state->get_transform());
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set_block_transform_notify(false);
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}
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}
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linear_velocity = p_state->get_linear_velocity();
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linear_velocity = p_state->get_linear_velocity();
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@ -446,16 +448,16 @@ void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
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void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
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void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
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lock_callback();
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lock_callback();
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set_block_transform_notify(true); // don't want notify (would feedback loop)
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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_sync_body_state(p_state);
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_sync_body_state(p_state);
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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// Update the physics server with any new transform, to prevent it from being overwritten at the sync below.
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force_update_transform();
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}
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}
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_sync_body_state(p_state);
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_sync_body_state(p_state);
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set_block_transform_notify(false); // want it back
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if (contact_monitor) {
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if (contact_monitor) {
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contact_monitor->locked = true;
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contact_monitor->locked = true;
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@ -485,7 +485,9 @@ struct _RigidBodyInOut {
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};
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};
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void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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set_ignore_transform_notification(true);
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set_global_transform(p_state->get_transform());
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set_global_transform(p_state->get_transform());
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set_ignore_transform_notification(false);
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linear_velocity = p_state->get_linear_velocity();
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linear_velocity = p_state->get_linear_velocity();
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angular_velocity = p_state->get_angular_velocity();
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angular_velocity = p_state->get_angular_velocity();
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@ -501,16 +503,16 @@ void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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lock_callback();
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lock_callback();
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set_ignore_transform_notification(true);
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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_sync_body_state(p_state);
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_sync_body_state(p_state);
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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// Update the physics server with any new transform, to prevent it from being overwritten at the sync below.
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force_update_transform();
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}
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}
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_sync_body_state(p_state);
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_sync_body_state(p_state);
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set_ignore_transform_notification(false);
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_on_transform_changed();
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_on_transform_changed();
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if (contact_monitor) {
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if (contact_monitor) {
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@ -2927,7 +2929,10 @@ void PhysicalBone3D::_notification(int p_what) {
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}
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}
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void PhysicalBone3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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void PhysicalBone3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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set_ignore_transform_notification(true);
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set_global_transform(p_state->get_transform());
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set_global_transform(p_state->get_transform());
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set_ignore_transform_notification(false);
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linear_velocity = p_state->get_linear_velocity();
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linear_velocity = p_state->get_linear_velocity();
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angular_velocity = p_state->get_angular_velocity();
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angular_velocity = p_state->get_angular_velocity();
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}
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}
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@ -2937,16 +2942,16 @@ void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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return;
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return;
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}
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}
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set_ignore_transform_notification(true);
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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_sync_body_state(p_state);
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_sync_body_state(p_state);
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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// Update the physics server with any new transform, to prevent it from being overwritten at the sync below.
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force_update_transform();
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}
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}
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_sync_body_state(p_state);
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_sync_body_state(p_state);
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set_ignore_transform_notification(false);
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_on_transform_changed();
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_on_transform_changed();
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Transform3D global_transform(p_state->get_transform());
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Transform3D global_transform(p_state->get_transform());
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