diff options
Diffstat (limited to 'source/gameengine/Converter')
4 files changed, 11 insertions, 14 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 1b27fde4fa4..eeaffd9005a 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1513,6 +1513,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_softbody = (blenderobject->gameflag & OB_SOFT_BODY) != 0; objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; objprop.m_character = (blenderobject->gameflag & OB_CHARACTER) != 0; + objprop.m_record_animation = (blenderobject->gameflag & OB_RECORD_ANIMATION) != 0; ///contact processing threshold is only for rigid bodies and static geometry, not 'dynamic' if (objprop.m_angular_rigidbody || !objprop.m_dyna ) diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index e682f335608..4ed8e3e8a03 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -706,8 +706,7 @@ void KX_BlenderSceneConverter::ResetPhysicsObjectsAnimationIpo(bool clearIpo) for (g=0;g<numObjects;g++) { KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); - if (gameObj->IsDynamic()) - { + if (gameObj->IsRecordAnimation()) { Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject) @@ -769,7 +768,7 @@ void KX_BlenderSceneConverter::resetNoneDynamicObjectToIpo() CListValue* parentList = scene->GetRootParentList(); for (int ix=0;ix<parentList->GetCount();ix++) { KX_GameObject* gameobj = (KX_GameObject*)parentList->GetValue(ix); - if (!gameobj->IsDynamic()) { + if (!gameobj->IsRecordAnimation()) { Object* blenderobject = gameobj->GetBlenderObject(); if (!blenderobject) continue; @@ -821,8 +820,7 @@ void KX_BlenderSceneConverter::WritePhysicsObjectToAnimationIpo(int frameNumber) { KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); Object* blenderObject = gameObj->GetBlenderObject(); - if (blenderObject && blenderObject->parent==NULL && gameObj->IsDynamic()) - { + if (blenderObject && blenderObject->parent==NULL && gameObj->IsRecordAnimation()) { if (blenderObject->adt==NULL) BKE_id_add_animdata(&blenderObject->id); @@ -939,9 +937,7 @@ void KX_BlenderSceneConverter::TestHandlesPhysicsObjectToAnimationIpo() for (g=0;g<numObjects;g++) { KX_GameObject* gameObj = (KX_GameObject*)parentList->GetValue(g); - if (gameObj->IsDynamic()) - { - + if (gameObj->IsRecordAnimation()) { #if 0 Object* blenderObject = gameObj->GetBlenderObject(); if (blenderObject && blenderObject->ipo) diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index e9461a15578..26401fcd868 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -80,7 +80,7 @@ /* This little block needed for linking to Blender... */ #include "BKE_text.h" #include "BLI_blenlib.h" -#include "BLI_math_base.h" +#include "BLI_math.h" #include "BLI_path_util.h" #include "KX_NetworkMessageActuator.h" @@ -386,8 +386,8 @@ void BL_ConvertActuators(const char* maggiename, bool is3d = soundact->flag & ACT_SND_3D_SOUND ? true : false; boost::shared_ptr<AUD_IFactory> snd_sound; KX_3DSoundSettings settings; - settings.cone_inner_angle = soundact->sound3D.cone_inner_angle; - settings.cone_outer_angle = soundact->sound3D.cone_outer_angle; + settings.cone_inner_angle = RAD2DEGF(soundact->sound3D.cone_inner_angle); + settings.cone_outer_angle = RAD2DEGF(soundact->sound3D.cone_outer_angle); settings.cone_outer_gain = soundact->sound3D.cone_outer_gain; settings.max_distance = soundact->sound3D.max_distance; settings.max_gain = soundact->sound3D.max_gain; @@ -571,8 +571,8 @@ void BL_ConvertActuators(const char* maggiename, /* convert settings... degrees in the ui become radians */ /* internally */ if (conact->type == ACT_CONST_TYPE_ORI) { - min = (float)(((float)MT_2_PI * conact->minloc[0]) / 360.0f); - max = (float)(((float)MT_2_PI * conact->maxloc[0]) / 360.0f); + min = conact->minloc[0]; + max = conact->maxloc[0]; switch (conact->mode) { case ACT_CONST_DIRPX: locrot = KX_ConstraintActuator::KX_ACT_CONSTRAINT_ORIX; diff --git a/source/gameengine/Converter/KX_ConvertSensors.cpp b/source/gameengine/Converter/KX_ConvertSensors.cpp index b9bd9aabc54..860dd5c06fb 100644 --- a/source/gameengine/Converter/KX_ConvertSensors.cpp +++ b/source/gameengine/Converter/KX_ConvertSensors.cpp @@ -431,7 +431,7 @@ void BL_ConvertSensors(struct Object* blenderobject, // or the blenderradarsensor->angle? // nzc: the angle is the opening angle. We need to init with // the axis-hull angle,so /2.0. - MT_Scalar factor = tan(MT_radians((blenderradarsensor->angle) / 2.0f)); + MT_Scalar factor = tan(blenderradarsensor->angle * 0.5f); //MT_Scalar coneradius = coneheight * (factor / 2); MT_Scalar coneradius = coneheight * factor; |