From 0b622fc07f1a19c4fbc72782f6000814b66b2088 Mon Sep 17 00:00:00 2001 From: Erwin Coumans Date: Mon, 29 Sep 2008 03:09:03 +0000 Subject: added anisotropic friction support for Bullet. Both for static and dynamic objects --- source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp') diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index e4c7e7f9317..68e0997aec0 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1025,6 +1025,14 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, //need a bit of damping, else system doesn't behave well ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour + ci.m_do_anisotropic = shapeprops->m_do_anisotropic; + ci.m_anisotropicFriction.setValue(shapeprops->m_friction_scaling[0],shapeprops->m_friction_scaling[1],shapeprops->m_friction_scaling[2]); + + //smprop->m_do_fh = kxshapeprops->m_do_fh; + //smprop->m_do_rot_fh = kxshapeprops->m_do_rot_fh ; + + + /////////////////// ci.m_gamesoftFlag = objprop->m_gamesoftFlag; -- cgit v1.2.3