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Fix kinematic bodies not synchronizing state when using Jolt Physics
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7b1ed520bd
commit
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2 changed files with 8 additions and 19 deletions
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@ -210,20 +210,6 @@ void JoltBody3D::_move_kinematic(float p_step, JPH::Body &p_jolt_body) {
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p_jolt_body.MoveKinematic(new_position, new_rotation, p_step);
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}
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void JoltBody3D::_pre_step_rigid(float p_step, JPH::Body &p_jolt_body) {
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_integrate_forces(p_step, p_jolt_body);
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_enqueue_call_queries();
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}
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void JoltBody3D::_pre_step_kinematic(float p_step, JPH::Body &p_jolt_body) {
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_update_gravity(p_jolt_body);
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_move_kinematic(p_step, p_jolt_body);
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if (reports_contacts()) {
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_enqueue_call_queries();
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}
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}
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JPH::EAllowedDOFs JoltBody3D::_calculate_allowed_dofs() const {
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if (is_static()) {
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return JPH::EAllowedDOFs::All;
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@ -1237,13 +1223,18 @@ void JoltBody3D::pre_step(float p_step, JPH::Body &p_jolt_body) {
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} break;
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case PhysicsServer3D::BODY_MODE_RIGID:
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case PhysicsServer3D::BODY_MODE_RIGID_LINEAR: {
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_pre_step_rigid(p_step, p_jolt_body);
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_integrate_forces(p_step, p_jolt_body);
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} break;
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case PhysicsServer3D::BODY_MODE_KINEMATIC: {
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_pre_step_kinematic(p_step, p_jolt_body);
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_update_gravity(p_jolt_body);
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_move_kinematic(p_step, p_jolt_body);
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} break;
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}
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if (_should_call_queries()) {
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_enqueue_call_queries();
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}
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contact_count = 0;
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}
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@ -110,6 +110,7 @@ private:
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virtual void _add_to_space() override;
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bool _should_call_queries() const { return state_sync_callback.is_valid() || custom_integration_callback.is_valid(); }
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void _enqueue_call_queries();
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void _dequeue_call_queries();
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@ -117,9 +118,6 @@ private:
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void _move_kinematic(float p_step, JPH::Body &p_jolt_body);
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void _pre_step_rigid(float p_step, JPH::Body &p_jolt_body);
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void _pre_step_kinematic(float p_step, JPH::Body &p_jolt_body);
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JPH::EAllowedDOFs _calculate_allowed_dofs() const;
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JPH::MassProperties _calculate_mass_properties(const JPH::Shape &p_shape) const;
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