Fix GodotPhysicsDirectBodyState2D get_contact_impulse to return current physics step impulse #81654
+50
−11
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Issue:
GodotPhysicsDirectBodyState2D get_contact_impulse() function returns wrong value. Initial it returns just a Vector2.ZERO.
The problem is, that not the final impulse sum is used, but the value generated in pre_solve().
Solution:
The only solution I found was to add a function that's called after solve(). It's called post_solve and is optional for stuff that must be done in a GodotConstraint2D after being solved. Here we can add the collision contact info with all required information, instead of adding it in pre_solve(), where some information (the impulse sum) is missing.
Same issue for 3D:
#73569