Merge pull request #52967 from danger-dan/dev_vehicle_sleep_fix

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Rémi Verschelde 2021-09-24 11:47:15 +02:00 committed by GitHub
commit fb4fadfd1e
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2 changed files with 16 additions and 0 deletions

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@ -59,6 +59,7 @@ real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
} }
void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) { void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
body->set_active(true);
body->set_linear_velocity(p_velocity); body->set_linear_velocity(p_velocity);
} }
@ -67,6 +68,7 @@ Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
} }
void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) { void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
body->set_active(true);
body->set_angular_velocity(p_velocity); body->set_angular_velocity(p_velocity);
} }
@ -87,26 +89,32 @@ Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2
} }
void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) { void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) {
body->set_active(true);
body->add_central_force(p_force); body->add_central_force(p_force);
} }
void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) { void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
body->set_active(true);
body->add_force(p_force, p_position); body->add_force(p_force, p_position);
} }
void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) { void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
body->set_active(true);
body->add_torque(p_torque); body->add_torque(p_torque);
} }
void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) { void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
body->set_active(true);
body->apply_central_impulse(p_impulse); body->apply_central_impulse(p_impulse);
} }
void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
body->set_active(true);
body->apply_impulse(p_impulse, p_position); body->apply_impulse(p_impulse, p_position);
} }
void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) { void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
body->set_active(true);
body->apply_torque_impulse(p_torque); body->apply_torque_impulse(p_torque);
} }

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@ -66,6 +66,7 @@ Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
} }
void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) { void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
body->set_active(true);
body->set_linear_velocity(p_velocity); body->set_linear_velocity(p_velocity);
} }
@ -74,6 +75,7 @@ Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
} }
void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) { void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
body->set_active(true);
body->set_angular_velocity(p_velocity); body->set_angular_velocity(p_velocity);
} }
@ -94,26 +96,32 @@ Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3
} }
void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) { void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) {
body->set_active(true);
body->add_central_force(p_force); body->add_central_force(p_force);
} }
void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) { void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
body->set_active(true);
body->add_force(p_force, p_position); body->add_force(p_force, p_position);
} }
void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) { void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
body->set_active(true);
body->add_torque(p_torque); body->add_torque(p_torque);
} }
void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) { void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
body->set_active(true);
body->apply_central_impulse(p_impulse); body->apply_central_impulse(p_impulse);
} }
void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
body->set_active(true);
body->apply_impulse(p_impulse, p_position); body->apply_impulse(p_impulse, p_position);
} }
void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) { void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
body->set_active(true);
body->apply_torque_impulse(p_impulse); body->apply_torque_impulse(p_impulse);
} }