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-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp1
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp12
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp10
-rw-r--r--source/gameengine/Converter/KX_ConvertSensors.cpp2
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;