diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-01-01 00:59:56 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-01-01 00:59:56 +0300 |
commit | bab1b90edc55251ceb5e3033d588347b48cceca4 (patch) | |
tree | 11a6863f68de3db92bbbfab77ca45c8603e5f5cf /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | 9119b6e8a547303ce9a7ccd3a00636153b53cb0e (diff) |
more game engine bug-fixes, hooked up 'formfactor' as inertia tensor tweaker, friction/restitution, more scaling related fixes.
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 646fc93dadb..71a80e01f3b 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1014,14 +1014,14 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, ci.m_collisionShape = bm; ci.m_broadphaseHandle = 0; - ci.m_friction = smmaterial->m_friction; + ci.m_friction = 5.f* smmaterial->m_friction;//tweak the friction a bit, so the default 0.5 works nice ci.m_restitution = smmaterial->m_restitution; ci.m_physicsEnv = env; // drag / damping is inverted ci.m_linearDamping = 1.f - shapeprops->m_lin_drag; ci.m_angularDamping = 1.f - shapeprops->m_ang_drag; //need a bit of damping, else system doesn't behave well - + ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna); |