skip the first integration in physics bodies, fixes #2213

This commit is contained in:
Juan Linietsky 2016-01-02 13:28:18 -03:00
parent 757b8c4206
commit 27c47e09a1
4 changed files with 12 additions and 2 deletions

View file

@ -378,6 +378,7 @@ void Body2DSW::set_space(Space2DSW *p_space){
}
first_integration=false;
}
void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
@ -471,7 +472,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
//}
} else {
if (!omit_force_integration) {
if (!omit_force_integration && !first_integration) {
//overriden by direct state query
Vector2 force=gravity*mass;
@ -506,6 +507,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
//motion=linear_velocity*p_step;
first_integration=false;
biased_angular_velocity=0;
biased_linear_velocity=Vector2();
@ -681,6 +683,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
gravity_scale=1.0;
using_one_way_cache=false;
one_way_collision_max_depth=0.1;
first_integration=false;
still_time=0;
continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;

View file

@ -81,6 +81,7 @@ class Body2DSW : public CollisionObject2DSW {
bool active;
bool can_sleep;
bool first_time_kinematic;
bool first_integration;
bool using_one_way_cache;
void _update_inertia();
virtual void _shapes_changed();