Fix transform sync in RigidBody*D::_body_state_changed

This commit is contained in:
Mikael Hermansson 2023-11-15 01:45:45 +01:00
parent d5217b68db
commit a3278c772e
2 changed files with 18 additions and 6 deletions

View file

@ -451,10 +451,14 @@ void RigidBody2D::_body_state_changed(PhysicsDirectBodyState2D *p_state) {
if (GDVIRTUAL_IS_OVERRIDDEN(_integrate_forces)) {
_sync_body_state(p_state);
Transform2D old_transform = get_global_transform();
GDVIRTUAL_CALL(_integrate_forces, p_state);
Transform2D new_transform = get_global_transform();
// Update the physics server with any new transform, to prevent it from being overwritten at the sync below.
force_update_transform();
if (new_transform != old_transform) {
// Update the physics server with the new transform, to prevent it from being overwritten at the sync below.
PhysicsServer2D::get_singleton()->body_set_state(get_rid(), PhysicsServer2D::BODY_STATE_TRANSFORM, new_transform);
}
}
_sync_body_state(p_state);

View file

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