diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2005-07-31 18:40:51 +0400 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2005-07-31 18:40:51 +0400 |
commit | 49499c49be8283682d849157765644a57f895c71 (patch) | |
tree | d1b4b65ed8a19e97ce19b8df3b2e8597c30206ac /source | |
parent | 3b7d40cfdb524403a094e50128d2b74e822f0351 (diff) |
updated vc7 projectfiles so they work with bullet
Diffstat (limited to 'source')
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 3 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 3 |
2 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index 4db080e02db..8171baf689d 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -260,6 +260,9 @@ void KX_BlenderSceneConverter::ConvertScene(const STR_String& scenename, { CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(); ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw()); + + //disable / enable debug drawing (contact points, aabb's etc) + // ccdPhysEnv->setDebugMode(1); destinationscene->SetPhysicsEnvironment(ccdPhysEnv); break; } diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index db5d6fa1347..338e9448e94 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -864,6 +864,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, { CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment(); + assert(env); @@ -928,6 +929,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, ); bm = new CylinderShapeZ(halfExtents); bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor); + bm->SetMargin(0.05f); break; } @@ -946,6 +948,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, bm = new ConeShape(objprop->m_boundobject.c.m_radius,objprop->m_boundobject.c.m_height); bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor); + bm->SetMargin(0.05f); break; |