diff options
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 14 |
1 files changed, 5 insertions, 9 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index f642fd43aef..e682f335608 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -42,7 +42,6 @@ #include "PHY_IPhysicsEnvironment.h" #include "KX_KetsjiEngine.h" #include "KX_PythonInit.h" // So we can handle adding new text datablocks for Python to import -#include "KX_IPhysicsController.h" #include "BL_Material.h" #include "BL_ActionActuator.h" #include "KX_BlenderMaterial.h" @@ -355,15 +354,15 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene, case UseBullet: { CcdPhysicsEnvironment* ccdPhysEnv = new CcdPhysicsEnvironment(useDbvtCulling); - ccdPhysEnv->setDebugDrawer(new BlenderDebugDraw()); - ccdPhysEnv->setDeactivationLinearTreshold(blenderscene->gm.lineardeactthreshold); - ccdPhysEnv->setDeactivationAngularTreshold(blenderscene->gm.angulardeactthreshold); - ccdPhysEnv->setDeactivationTime(blenderscene->gm.deactivationtime); + ccdPhysEnv->SetDebugDrawer(new BlenderDebugDraw()); + ccdPhysEnv->SetDeactivationLinearTreshold(blenderscene->gm.lineardeactthreshold); + ccdPhysEnv->SetDeactivationAngularTreshold(blenderscene->gm.angulardeactthreshold); + ccdPhysEnv->SetDeactivationTime(blenderscene->gm.deactivationtime); SYS_SystemHandle syshandle = SYS_GetSystem(); /*unused*/ int visualizePhysics = SYS_GetCommandLineInt(syshandle,"show_physics",0); if (visualizePhysics) - ccdPhysEnv->setDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints); + ccdPhysEnv->SetDebugMode(btIDebugDraw::DBG_DrawWireframe|btIDebugDraw::DBG_DrawAabb|btIDebugDraw::DBG_DrawContactPoints|btIDebugDraw::DBG_DrawText|btIDebugDraw::DBG_DrawConstraintLimits|btIDebugDraw::DBG_DrawConstraints); //todo: get a button in blender ? //disable / enable debug drawing (contact points, aabb's etc) @@ -709,7 +708,6 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); if (gameObj->IsDynamic()) { - //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject) @@ -825,7 +823,6 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject && blenderObject->parent==NULL && gameObj->IsDynamic()) { - //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); if (blenderObject->adt==NULL) BKE_id_add_animdata(&blenderObject->id); @@ -944,7 +941,6 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo() KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); if (gameObj->IsDynamic()) { - //KX_IPhysicsController* physCtrl = gameObj->GetPhysicsController(); #if 0 Object* blenderObject = gameObj->GetBlenderObject(); |