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authorBenoit Bolsee <benoit.bolsee@online.be>2008-04-20 01:09:40 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-04-20 01:09:40 +0400
commitb0049e608859bd129bb5c13fecdd161811741185 (patch)
tree683a14f4d5e4db2c3c2231df4a5f8fa59b93f886 /source/gameengine
parenteb7edc4cba5747f4db76d8b35f55b1c2b7553558 (diff)
fix BGE bug #8094: Collision sensor on child object makes the object rotate or move very fast. Collision sensor can now be set on child object without side effect.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.cpp15
-rw-r--r--source/gameengine/Ketsji/KX_NearSensor.h1
-rw-r--r--source/gameengine/Ketsji/KX_TouchSensor.cpp14
3 files changed, 18 insertions, 12 deletions
diff --git a/source/gameengine/Ketsji/KX_NearSensor.cpp b/source/gameengine/Ketsji/KX_NearSensor.cpp
index e646e8ef84f..4086ac53f2a 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.cpp
+++ b/source/gameengine/Ketsji/KX_NearSensor.cpp
@@ -75,6 +75,21 @@ KX_NearSensor::KX_NearSensor(SCA_EventManager* eventmgr,
SynchronizeTransform();
}
+void KX_NearSensor::SynchronizeTransform()
+{
+ // The near and radar sensors are using a different physical object which is
+ // not linked to the parent object, must synchronize it.
+ if (m_physCtrl)
+ {
+ KX_GameObject* parent = ((KX_GameObject*)GetParent());
+ MT_Vector3 pos = parent->NodeGetWorldPosition();
+ MT_Quaternion orn = parent->NodeGetWorldOrientation().getRotation();
+ m_physCtrl->setPosition(pos.x(),pos.y(),pos.z());
+ m_physCtrl->setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
+ m_physCtrl->calcXform();
+ }
+}
+
void KX_NearSensor::RegisterSumo(KX_TouchEventManager *touchman)
{
if (m_physCtrl)
diff --git a/source/gameengine/Ketsji/KX_NearSensor.h b/source/gameengine/Ketsji/KX_NearSensor.h
index 994090eea8c..c6724caccc3 100644
--- a/source/gameengine/Ketsji/KX_NearSensor.h
+++ b/source/gameengine/Ketsji/KX_NearSensor.h
@@ -68,6 +68,7 @@ public:
PyTypeObject* T=&Type);
*/
virtual ~KX_NearSensor();
+ virtual void SynchronizeTransform();
virtual CValue* GetReplica();
virtual bool Evaluate(CValue* event);
diff --git a/source/gameengine/Ketsji/KX_TouchSensor.cpp b/source/gameengine/Ketsji/KX_TouchSensor.cpp
index c4a01d5918c..3f185359de0 100644
--- a/source/gameengine/Ketsji/KX_TouchSensor.cpp
+++ b/source/gameengine/Ketsji/KX_TouchSensor.cpp
@@ -48,18 +48,8 @@
void KX_TouchSensor::SynchronizeTransform()
{
-
- if (m_physCtrl)
- {
-
- KX_GameObject* parent = ((KX_GameObject*)GetParent());
- MT_Vector3 pos = parent->NodeGetWorldPosition();
- MT_Quaternion orn = parent->NodeGetWorldOrientation().getRotation();
- m_physCtrl->setPosition(pos.x(),pos.y(),pos.z());
- m_physCtrl->setOrientation(orn.x(),orn.y(),orn.z(),orn.w());
- m_physCtrl->calcXform();
- }
-
+ // the touch sensor does not require any synchronization: it uses
+ // the same physical object which is already synchronized by Blender
}