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Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.cpp')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp14
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();