force activate kinmatic objects when necessary

This commit is contained in:
Andrew Meadows 2016-06-21 10:38:44 -07:00
parent 10d79945d1
commit 31706a3909

View file

@ -135,7 +135,14 @@ void EntityMotionState::handleEasyChanges(uint32_t& flags) {
_nextOwnershipBid = 0;
}
if ((flags & Simulation::DIRTY_PHYSICS_ACTIVATION) && !_body->isActive()) {
_body->activate();
if (_body->isKinematicObject()) {
// only force activate kinematic bodies (dynamic shouldn't need force and
// active static bodies are special (see PhysicsEngine::_activeStaticBodies))
_body->activate(true);
_lastKinematicStep = ObjectMotionState::getWorldSimulationStep();
} else {
_body->activate();
}
}
}