diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2009-06-01 13:44:41 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2009-06-01 13:44:41 +0400 |
commit | 358ec00256bd91f29e14620f1c898f7e9e8e8305 (patch) | |
tree | 0887a3c65a4cc0947d014021ad85e5a64835dc75 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | d1f7a2ceeeb711118d6172a3495f42a4a02718fc (diff) |
BGE bug fix: dynamically added sensor objects didn't have their physic shape synchronized with movement.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 9 |
1 files changed, 1 insertions, 8 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 297b15a2b78..51c41c0686d 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1115,15 +1115,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, shapeInfo->Release(); gameobj->SetPhysicsController(physicscontroller,isbulletdyna); - if (isbulletsensor) - { - // 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; - } // don't add automatically sensor object, they are added when a collision sensor is registered - else if (objprop->m_in_active_layer) + if (!isbulletsensor && objprop->m_in_active_layer) { env->addCcdPhysicsController( physicscontroller); } |