forked from bartvdbraak/blender
Fix BGE bug: dynamic-but-not-rigid objects are added as rigid body during the game.
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09e102fd01
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31adad5b4d
@ -1123,7 +1123,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
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ci.m_collisionFilterGroup = (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) : short(CcdConstructionInfo::StaticFilter);
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ci.m_collisionFilterMask = (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
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ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
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KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
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//remember that we created a shape so that we can delete it when the scene is removed (bullet will not delete it)
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kxscene->AddShape(bm);
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@ -1147,6 +1147,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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//{
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// rbody->setCollisionFlags(rbody->getCollisionFlags() | btCollisionObject::CF_NO_CONTACT_RESPONSE);
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//}
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if (objprop->m_dyna && !objprop->m_angular_rigidbody)
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{
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/*
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@ -1161,8 +1162,10 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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*/
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//env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1);
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physicscontroller->GetRigidBody()->setAngularFactor(0.f);
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//Now done directly in ci.m_bRigid so that it propagates to replica
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//physicscontroller->GetRigidBody()->setAngularFactor(0.f);
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;
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}
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bool isActor = objprop->m_isactor;
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@ -137,6 +137,10 @@ void CcdPhysicsController::CreateRigidbody()
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m_body->setGravity( m_cci.m_gravity);
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m_body->setDamping(m_cci.m_linearDamping, m_cci.m_angularDamping);
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if (!m_cci.m_bRigid)
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{
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m_body->setAngularFactor(0.f);
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}
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}
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CcdPhysicsController::~CcdPhysicsController()
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@ -60,6 +60,7 @@ struct CcdConstructionInfo
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m_linearDamping(0.1f),
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m_angularDamping(0.1f),
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m_collisionFlags(0),
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m_bRigid(false),
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m_collisionFilterGroup(DefaultFilter),
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m_collisionFilterMask(AllFilter),
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m_collisionShape(0),
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@ -78,6 +79,7 @@ struct CcdConstructionInfo
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btScalar m_linearDamping;
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btScalar m_angularDamping;
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int m_collisionFlags;
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bool m_bRigid;
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///optional use of collision group/mask:
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///only collision with object goups that match the collision mask.
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