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authorBenoit Bolsee <benoit.bolsee@online.be>2008-05-01 20:00:59 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-05-01 20:00:59 +0400
commit31adad5b4d8dd7728a1a4d21ede7b34e6ff01a89 (patch)
tree66228fbc8a04bccf11e11a852ece8cce8054c9af /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent09e102fd01ae45ca7cd47cda8f788f0b5b1ce588 (diff)
Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 4a61c37be06..e0cd5a3bc9e 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1123,7 +1123,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
ci.m_collisionFilterGroup = (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) : short(CcdConstructionInfo::StaticFilter);
ci.m_collisionFilterMask = (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
-
+ ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
//remember that we created a shape so that we can delete it when the scene is removed (bullet will not delete it)
kxscene->AddShape(bm);
@@ -1147,6 +1147,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
//{
// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
//}
+
if (objprop->m_dyna && !objprop->m_angular_rigidbody)
{
/*
@@ -1161,8 +1162,10 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
*/
//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
- physicscontroller->GetRigidBody()->setAngularFactor(0.f);
-
+
+ //Now done directly in ci.m_bRigid so that it propagates to replica
+ //physicscontroller->GetRigidBody()->setAngularFactor(0.f);
+ ;
}
bool isActor = objprop->m_isactor;