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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-28 13:08:42 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-28 13:08:42 +0400
commit83b17b9f4daad5f079018872a966ac7974653d1c (patch)
tree09bf42e16f8797a7dd54d99a994f859ca7f0d04d /source/gameengine/Ketsji
parent0bf41c06cdce0bc3e4c5b060004672ea9b336f98 (diff)
Fix: Setting objects Dynamic, then unsetting Actor would leave an object dynamic.
Check for Actor && Dynamic to enable dynamic.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp11
1 files changed, 5 insertions, 6 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index dd886dcf322..72231c1fa64 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -124,7 +124,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
SM_Object* sumoObj=NULL;
- if (objprop->m_dyna)
+ if (objprop->m_dyna && objprop->m_isactor)
{
DT_ShapeHandle shape = NULL;
switch (objprop->m_boundclass)
@@ -174,7 +174,6 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
- objprop->m_isactor = objprop->m_dyna = true;
BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
}
@@ -344,7 +343,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
DT_Vector3 pt;
/* V1 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
+ poly->GetVertexIndexBase().m_indexarray[2],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
/* V2 */
@@ -354,7 +353,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
DT_Vertex(pt);
/* V3 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[2],
+ poly->GetVertexIndexBase().m_indexarray[0],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
@@ -366,7 +365,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
DT_Begin();
/* V1 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[0],
+ poly->GetVertexIndexBase().m_indexarray[3],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);
/* V3 */
@@ -376,7 +375,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
DT_Vertex(pt);
/* V4 */
meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
- poly->GetVertexIndexBase().m_indexarray[3],
+ poly->GetVertexIndexBase().m_indexarray[0],
poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
DT_Vertex(pt);