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authorErwin Coumans <blender@erwincoumans.com>2006-02-22 09:58:05 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-02-22 09:58:05 +0300
commitc2782ce10e00535f92921432f79ae00bf750509a (patch)
tree05e80e1cf88b2ec73bb3b7a7b0d2953b0e8368ef /source/gameengine/Converter
parentdcb751725ed3057c29aca57f04479ef9a4380d82 (diff)
added 'disable sleeping' option for rigidbodies. + bugfix of out of sync wheels for vehicle
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index f07cb80d1bf..b21eb743334 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1231,10 +1231,12 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
+ objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
} else {
objprop.m_dyna = false;
objprop.m_angular_rigidbody = false;
objprop.m_ghost = false;
+ objprop.m_disableSleeping = false;
}
//mmm, for now, taks this for the size of the dynamicobject
// Blender uses inertia for radius of dynamic object