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Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index b5aea65cfe4..e9a6c2442b0 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -866,7 +866,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
assert(env);
- bool dyna = false;
+ bool isbulletdyna = false;
CcdConstructionInfo ci;
class PHY_IMotionState* motionstate = new KX_MotionState(gameobj->GetSGNode());
@@ -874,7 +874,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_gravity = SimdVector3(0,0,0);
ci.m_localInertiaTensor =SimdVector3(0,0,0);
ci.m_mass = objprop->m_dyna ? shapeprops->m_mass : 0.f;
-
+ isbulletdyna = objprop->m_dyna;
+
ci.m_localInertiaTensor = SimdVector3(ci.m_mass/3.f,ci.m_mass/3.f,ci.m_mass/3.f);
SimdTransform trans;
@@ -1008,11 +1009,11 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
//need a bit of damping, else system doesn't behave well
- KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,dyna);
+ KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
env->addCcdPhysicsController( physicscontroller);
- gameobj->SetPhysicsController(physicscontroller,dyna);
+ gameobj->SetPhysicsController(physicscontroller,isbulletdyna);
physicscontroller->setNewClientInfo(gameobj->getClientInfo());
bool isActor = objprop->m_isactor;
gameobj->getClientInfo()->m_type = (isActor ? KX_ClientObjectInfo::ACTOR : KX_ClientObjectInfo::STATIC);