diff options
author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-04-16 10:26:33 +0400 |
---|---|---|
committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-04-16 10:26:33 +0400 |
commit | 4e2f7baff2ef86a6104f9cb17ea09088875454c5 (patch) | |
tree | 85706bc5b96d47d25945702cc328a713fab39b88 /source/gameengine/Converter | |
parent | 98b8c5102d50d1141061ea3cb276fac6786ae7e7 (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.cpp | 7 |
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; + } } } |