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authorErwin Coumans <blender@erwincoumans.com>2005-07-27 13:30:53 +0400
committerErwin Coumans <blender@erwincoumans.com>2005-07-27 13:30:53 +0400
commit411123b2502388c9082886be48db93836ceacea8 (patch)
tree2d37fe8fc95b71b603a9e2fdf76580768a134313 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parentb8142515ce762107a186fac501d73a2dbe42047a (diff)
- added debug line drawing in gameengine (handy for debugging physics problems)
- added #ifdef for a visual studio 8 crashing problems - added scaling and tolerances to triangle meshes
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 38e55ee6723..04b08575364 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -854,6 +854,7 @@ static CollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool p
+
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
class KX_Scene* kxscene,
@@ -864,6 +865,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
assert(env);
+
+
bool dyna = false;
@@ -954,6 +957,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (bm)
{
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
+ bm->SetMargin(0.f);
}
break;
}