diff options
author | Porteries Tristan <republicthunderbolt9@gmail.com> | 2015-03-27 07:52:28 +0300 |
---|---|---|
committer | Jorge Bernal <jbernalmartinez@gmail.com> | 2015-03-27 08:11:23 +0300 |
commit | a12b2ec66dbadd3ff06883d80509773139a40262 (patch) | |
tree | 88e6662ccac50a86340bded3a9fd15c49e5ef515 /source/gameengine/Physics | |
parent | c8f95cbb604ce833b759b134b36dd7ea42d69d76 (diff) |
BGE: New isDynamicSuspended python attribute
This is a new KX_GameObject attribute that it increments the
possibilities of optimization during the game
Additionally the unused m_bSuspendDynamics variable is removed.
Reviewers: moguri, agoose77, lordloki
Reviewed By: agoose77, lordloki
Subscribers: agoose77, lordloki
Differential Revision: https://developer.blender.org/D1091
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.h | 5 | ||||
-rw-r--r-- | source/gameengine/Physics/common/PHY_IPhysicsController.h | 1 |
2 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index 47bc9cdfbd7..56d67ca2f64 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -712,6 +712,11 @@ protected: return GetConstructionInfo().m_bDyna; } + virtual bool IsSuspended() const + { + return m_suspended; + } + virtual bool IsCompound() { return GetConstructionInfo().m_shapeInfo->m_shapeType == PHY_SHAPE_COMPOUND; diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h index 68763be4db9..b6cd480e655 100644 --- a/source/gameengine/Physics/common/PHY_IPhysicsController.h +++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h @@ -133,6 +133,7 @@ class PHY_IPhysicsController : public PHY_IController virtual bool IsDynamic() = 0; virtual bool IsCompound() = 0; + virtual bool IsSuspended() const = 0; virtual bool ReinstancePhysicsShape(KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj) = 0; |