Fix contact count sometimes being incorrect in _process
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f2d615cdc7
4 changed files with 8 additions and 6 deletions
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@ -446,6 +446,8 @@ void RigidBody2D::_sync_body_state(PhysicsDirectBodyState2D *p_state) {
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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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contact_count = p_state->get_contact_count();
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if (sleeping != p_state->is_sleeping()) {
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sleeping = p_state->is_sleeping();
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emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
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@ -797,9 +799,7 @@ int RigidBody2D::get_max_contacts_reported() const {
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}
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int RigidBody2D::get_contact_count() const {
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PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(get_rid());
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ERR_FAIL_NULL_V(bs, 0);
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return bs->get_contact_count();
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return contact_count;
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}
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void RigidBody2D::apply_central_impulse(const Vector2 &p_impulse) {
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@ -164,6 +164,7 @@ private:
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bool sleeping = false;
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int max_contacts_reported = 0;
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int contact_count = 0;
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bool custom_integrator = false;
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@ -502,6 +502,8 @@ void RigidBody3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {
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inverse_inertia_tensor = p_state->get_inverse_inertia_tensor();
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contact_count = p_state->get_contact_count();
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if (sleeping != p_state->is_sleeping()) {
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sleeping = p_state->is_sleeping();
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emit_signal(SceneStringNames::get_singleton()->sleeping_state_changed);
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@ -877,9 +879,7 @@ int RigidBody3D::get_max_contacts_reported() const {
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}
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int RigidBody3D::get_contact_count() const {
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PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(get_rid());
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ERR_FAIL_NULL_V(bs, 0);
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return bs->get_contact_count();
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return contact_count;
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}
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void RigidBody3D::apply_central_impulse(const Vector3 &p_impulse) {
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@ -177,6 +177,7 @@ private:
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bool ccd = false;
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int max_contacts_reported = 0;
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int contact_count = 0;
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bool custom_integrator = false;
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