From 71991cf41ed5018ffaf3f00b75fd142419b36af0 Mon Sep 17 00:00:00 2001 From: Erwin Coumans Date: Sun, 1 Jan 2006 00:20:50 +0000 Subject: Some rigidbody dynamics fixes (scaling again) to make Happy 2006 domino simulation to work. See http://www.continuousphysics.com/ftp/pub/test/index.php?dir=blender/&file=happy_2006_blend.zip For the baked dominos. Thanks to Tom M (LetterRip) for the blend. --- source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (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 71a80e01f3b..fb5037345a8 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1022,7 +1022,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, ci.m_angularDamping = 1.f - shapeprops->m_ang_drag; //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 - + KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna); if (objprop->m_in_active_layer) -- cgit v1.2.3