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2009-01-14BGE patch: dynamically update the coumpound parent shape when parenting to a ↵Benoit Bolsee
compound object. This patch modifies the way the setParent actuator and KX_GameObject::setParent() function works when parenting to a compound object: the collision shape of the object being parented is dynamically added to the coumpound shape. Similarly, unparenting an object from a compound object will cause the child collision shape to be dynamically removed from the parent shape provided that is was previously added with setParent. Note: * This also works if the object is parented to a child of a compound object: the collision shape is added to the compound shape of the top parent. * The collision shape is added with the transformation (position, scale and orientation) it had at the time of the parenting. * The child shape is rigidly attached to the compound shape, the transformation is not affected by any further change in position/scale/orientation of the child object. * While the child shape is added to the compound shape, the child object is removed from the dynamic world to avoid superposition of shapes (one for the object itself and one for the compound child shape). This means that collision sensors on the child object are disabled while the child object is parent to a compound object. * There is no difference when setParent is used on a non-compound object: the child object is automatically changed to a static ghost object to avoid bad interaction with the parent shape; collision sensors on the child object continue to be active while the object is parented. * The child shape dynamically added to a compound shape modifies the inertia of the compound object but not the mass. It participates to collision detection as any other "static" child shape.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2005-03-25Big patches:Kester Maddock
Erwin Coumans: Abstract the physics engine Charlie C: Joystick fixes Me: Moved the ray cast (shadows, mouse sensor & ray sensor)
2004-04-24Synchronise game engine with Tuhopuu2 tree.Kester Maddock
2004-03-23[GameEngine] Commit all Kester's changes made to the gameengine to restore ↵Nathan Letwory
2.25 like physics. [SCons] Build with Solid as default when enabling the gameengine in the build process [SCons] Build solid and qhull from the extern directory and link statically against them That was about it. There are a few things that needs double checking: * Makefiles * Projectfiles * All the other systems than Linux and Windows on which the build (with scons) has been successfully tested.
2002-11-25Last of the config.h mods...Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont