skip the first integration in physics bodies, fixes #2213
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757b8c4206
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27c47e09a1
4 changed files with 12 additions and 2 deletions
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@ -378,6 +378,7 @@ void Body2DSW::set_space(Space2DSW *p_space){
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}
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first_integration=false;
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}
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void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
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@ -471,7 +472,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
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//}
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} else {
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if (!omit_force_integration) {
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if (!omit_force_integration && !first_integration) {
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//overriden by direct state query
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Vector2 force=gravity*mass;
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@ -506,6 +507,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
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//motion=linear_velocity*p_step;
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first_integration=false;
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biased_angular_velocity=0;
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biased_linear_velocity=Vector2();
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@ -681,6 +683,7 @@ Body2DSW::Body2DSW() : CollisionObject2DSW(TYPE_BODY), active_list(this), inerti
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gravity_scale=1.0;
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using_one_way_cache=false;
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one_way_collision_max_depth=0.1;
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first_integration=false;
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still_time=0;
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continuous_cd_mode=Physics2DServer::CCD_MODE_DISABLED;
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@ -81,6 +81,7 @@ class Body2DSW : public CollisionObject2DSW {
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bool active;
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bool can_sleep;
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bool first_time_kinematic;
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bool first_integration;
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bool using_one_way_cache;
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void _update_inertia();
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virtual void _shapes_changed();
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