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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-16 10:26:33 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-16 10:26:33 +0400
commit4e2f7baff2ef86a6104f9cb17ea09088875454c5 (patch)
tree85706bc5b96d47d25945702cc328a713fab39b88 /source/gameengine/Converter
parent98b8c5102d50d1141061ea3cb276fac6786ae7e7 (diff)
Improved rigid body handling for non spherical bounds type.
Polyheder dynamic objects are now converted properly.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index ac66bfba4b8..6f58198c75f 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -496,7 +496,7 @@ static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blendero
// in Blender, inertia stands for the size value which is equivalent to
// the sphere radius
- shapeProps->m_inertia = blenderobject->formfactor * blenderobject->mass * blenderobject->inertia * blenderobject->inertia;
+ shapeProps->m_inertia = blenderobject->formfactor;
assert(0.0f <= blenderobject->damping && blenderobject->damping <= 1.0f);
assert(0.0f <= blenderobject->rdamping && blenderobject->rdamping <= 1.0f);
@@ -734,6 +734,11 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_boundobject.c.m_height = 2.f*bb.m_extends[2];
break;
}
+ case OB_BOUND_POLYH:
+ {
+ objprop.m_boundclass = KX_BOUNDMESH;
+ break;
+ }
}
}