Fix transform sync in `RigidBody*D::_body_state_changed`
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@ -451,10 +451,14 @@ void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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_sync_body_state(p_state);
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Transform2D old_transform = get_global_transform();
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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Transform2D new_transform = get_global_transform();
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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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if (new_transform != old_transform) {
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// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
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PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
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}
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}
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_sync_body_state(p_state);
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@ -506,10 +506,14 @@ void RigidBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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_sync_body_state(p_state);
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Transform3D old_transform = get_global_transform();
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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Transform3D new_transform = get_global_transform();
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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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if (new_transform != old_transform) {
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// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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}
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}
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_sync_body_state(p_state);
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@ -2945,10 +2949,14 @@ void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {
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if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
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_sync_body_state(p_state);
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Transform3D old_transform = get_global_transform();
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GDVIRTUAL_CALL(_integrate_forces, p_state);
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Transform3D new_transform = get_global_transform();
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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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if (new_transform != old_transform) {
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// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
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PhysicsServer3D::get_singleton()->body_set_state(get_rid(), PhysicsServer3D::BODY_STATE_TRANSFORM, new_transform);
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}
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}
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_sync_body_state(p_state);
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