From 5bd6a6ae6dc1be86ab421e95f6258cd83ac91c33 Mon Sep 17 00:00:00 2001 From: Diego Borghetti Date: Sat, 9 Aug 2008 15:59:21 +0000 Subject: branches/blender-2.47 Merge from trunk: Revision: 16014 Revision: 16022 Revision: 16024 Revision: 16026 Revision: 16028 Revision: 16036 --- source/gameengine/Converter/BL_BlenderDataConversion.cpp | 12 +++++++++++- 1 file changed, 11 insertions(+), 1 deletion(-) (limited to 'source/gameengine') diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index f44318120e8..a6337403cd1 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1939,7 +1939,17 @@ void BL_ConvertBlenderObjects(struct Main* maggie, float* fl = (float*) blenderobject->parentinv; MT_Transform parinvtrans(fl); parentinversenode->SetLocalPosition(parinvtrans.getOrigin()); - parentinversenode->SetLocalOrientation(parinvtrans.getBasis()); + // problem here: the parent inverse transform combines scaling and rotation + // in the basis but the scenegraph needs separate rotation and scaling. + // This is not important for OpenGL (it uses 4x4 matrix) but it is important + // for the physic engine that needs a separate scaling + //parentinversenode->SetLocalOrientation(parinvtrans.getBasis()); + + // Extract the rotation and the scaling from the basis + MT_Matrix3x3 inverseOrientation(parinvtrans.getRotation()); + parentinversenode->SetLocalOrientation(inverseOrientation); + MT_Matrix3x3 scale(inverseOrientation.transposed()*parinvtrans.getBasis()); + parentinversenode->SetLocalScale(MT_Vector3(scale[0][0], scale[1][1], scale[2][2])); parentinversenode->AddChild(gameobj->GetSGNode()); } -- cgit v1.2.3