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author | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-05-26 16:06:41 +0400 |
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committer | Kester Maddock <Christopher.Maddock.1@uni.massey.ac.nz> | 2004-05-26 16:06:41 +0400 |
commit | 3dd18c5c34390316ac95b972aaa989455cf8ead6 (patch) | |
tree | cb5e8fa1804e30838e19d8518ed3e0f0765eb3c8 /source/gameengine/SceneGraph/SG_Node.cpp | |
parent | e5cc9abceb5047b934b3ae8c4aac521d7e82fc00 (diff) |
Added an UpdateTransform callback from SceneGraph -> Physics.
Profiling revealed that the SceneGraph updated every physics object, whether it moved or not, even though the physics object was at the right place. This would cause SOLID to go and update its bounding boxes, overlap tests etc.
This callback handles the special case (parented objects) where the physics scene needs to be informed of changes to the scenegraph.
Added Python attributes (mass, parent, visible, position, orientation, scaling) to the KX_GameObject module.
Make KX_GameObject use the KX_PyMath Python <-> Moto conversion.
Diffstat (limited to 'source/gameengine/SceneGraph/SG_Node.cpp')
-rw-r--r-- | source/gameengine/SceneGraph/SG_Node.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/SceneGraph/SG_Node.cpp b/source/gameengine/SceneGraph/SG_Node.cpp index b083d79bb70..c2a662c1fa2 100644 --- a/source/gameengine/SceneGraph/SG_Node.cpp +++ b/source/gameengine/SceneGraph/SG_Node.cpp @@ -186,7 +186,8 @@ void SG_Node::RemoveChild(SG_Node* child) void SG_Node::UpdateWorldData(double time) { - UpdateSpatialData(GetSGParent(),time); + if (UpdateSpatialData(GetSGParent(),time)) + ActivateUpdateTransformCallback(); // update children's worlddata for (NodeList::iterator it = m_children.begin();it!=m_children.end();++it) |