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Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp20
1 files changed, 9 insertions, 11 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index ece6abc9447..bde50588fd3 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -65,7 +65,6 @@ extern "C"{
#include "CcdPhysicsController.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseInterface.h"
-#include "KX_BulletPhysicsController.h"
#include "btBulletDynamicsCommon.h"
#ifdef WIN32
@@ -255,7 +254,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
{
//find parent, compound shape and add to it
//take relative transform into account!
- KX_BulletPhysicsController* parentCtrl = (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController();
+ CcdPhysicsController* parentCtrl = (CcdPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController();
assert(parentCtrl);
CcdShapeConstructionInfo* parentShapeInfo = parentCtrl->GetShapeInfo();
btRigidBody* rigidbody = parentCtrl->GetRigidBody();
@@ -424,12 +423,13 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_contactProcessingThreshold = objprop->m_contactProcessingThreshold;//todo: expose this in advanced settings, just like margin, default to 10000 or so
ci.m_bSoft = objprop->m_softbody;
+ ci.m_bDyna = isbulletdyna;
ci.m_bSensor = isbulletsensor;
ci.m_bCharacter = isbulletchar;
ci.m_bGimpact = useGimpact;
MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
- KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna,isbulletsensor,isbulletchar,objprop->m_hasCompoundChildren);
+ CcdPhysicsController* physicscontroller = new CcdPhysicsController(ci);
// shapeInfo is reference counted, decrement now as we don't use it anymore
if (shapeInfo)
shapeInfo->Release();
@@ -438,9 +438,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
// don't add automatically sensor object, they are added when a collision sensor is registered
if (!isbulletsensor && objprop->m_in_active_layer)
{
- env->addCcdPhysicsController( physicscontroller);
+ env->AddCcdPhysicsController( physicscontroller);
}
- physicscontroller->setNewClientInfo(gameobj->getClientInfo());
+ physicscontroller->SetNewClientInfo(gameobj->getClientInfo());
{
btRigidBody* rbody = physicscontroller->GetRigidBody();
@@ -459,8 +459,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
}
}
- CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? (KX_BulletPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() : 0;
- physicscontroller->setParentCtrl(parentCtrl);
+ CcdPhysicsController* parentCtrl = objprop->m_dynamic_parent ? (CcdPhysicsController*)objprop->m_dynamic_parent->GetPhysicsController() : 0;
+ physicscontroller->SetParentCtrl(parentCtrl);
//Now done directly in ci.m_collisionFlags so that it propagates to replica
@@ -504,13 +504,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
}
- gameobj->GetSGNode()->AddSGController(physicscontroller);
STR_String materialname;
if (meshobj)
materialname = meshobj->GetMaterialName(0);
- physicscontroller->SetObject(gameobj->GetSGNode());
#if 0
///test for soft bodies
@@ -546,7 +544,7 @@ void KX_ClearBulletSharedShapes()
*/
bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *from_gameobj, RAS_MeshObject* from_meshobj)
{
- KX_BulletPhysicsController *spc= static_cast<KX_BulletPhysicsController*>((gameobj->GetPhysicsController()));
+ CcdPhysicsController *spc= static_cast<CcdPhysicsController*>(gameobj->GetPhysicsController());
CcdShapeConstructionInfo *shapeInfo;
/* if this is the child of a compound shape this can happen
@@ -568,7 +566,7 @@ bool KX_ReInstanceBulletShapeFromMesh(KX_GameObject *gameobj, KX_GameObject *fro
shapeInfo->UpdateMesh(from_gameobj, from_meshobj);
/* create the new bullet mesh */
- CcdConstructionInfo& cci = spc->getConstructionInfo();
+ CcdConstructionInfo& cci = spc->GetConstructionInfo();
btCollisionShape* bm= shapeInfo->CreateBulletShape(cci.m_margin, cci.m_bGimpact, !cci.m_bSoft);
spc->ReplaceControllerShape(bm);