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authorBenoit Bolsee <benoit.bolsee@online.be>2009-06-01 13:44:41 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-06-01 13:44:41 +0400
commit358ec00256bd91f29e14620f1c898f7e9e8e8305 (patch)
tree0887a3c65a4cc0947d014021ad85e5a64835dc75 /source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
parentd1f7a2ceeeb711118d6172a3495f42a4a02718fc (diff)
BGE bug fix: dynamically added sensor objects didn't have their physic shape synchronized with movement.
Diffstat (limited to 'source/gameengine/Ketsji/KX_BulletPhysicsController.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index e22edfd1306..748b0667061 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -92,7 +92,13 @@ void KX_BulletPhysicsController::SetObject (SG_IObject* object)
gameobj->SetPhysicsController(this,gameobj->IsDynamic());
CcdPhysicsController::setNewClientInfo(gameobj->getClientInfo());
-
+ if (m_bSensor)
+ {
+ // use a different callback function for sensor object,
+ // bullet will not synchronize, we must do it explicitely
+ SG_Callbacks& callbacks = gameobj->GetSGNode()->GetCallBackFunctions();
+ callbacks.m_updatefunc = KX_GameObject::SynchronizeTransformFunc;
+ }
}
MT_Scalar KX_BulletPhysicsController::GetRadius()