forked from bartvdbraak/blender
Fix: Setting objects Dynamic, then unsetting Actor would leave an object dynamic.
Check for Actor && Dynamic to enable dynamic.
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0bf41c06cd
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83b17b9f4d
@ -124,7 +124,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
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SM_Object* sumoObj=NULL;
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if (objprop->m_dyna)
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if (objprop->m_dyna && objprop->m_isactor)
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{
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DT_ShapeHandle shape = NULL;
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switch (objprop->m_boundclass)
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@ -174,7 +174,6 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
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sumoObj->setRigidBody(objprop->m_angular_rigidbody?true:false);
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objprop->m_isactor = objprop->m_dyna = true;
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BL_RegisterSumoObject(gameobj,sceneptr,sumoObj,"",true, true);
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}
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@ -344,7 +343,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
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DT_Vector3 pt;
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/* V1 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[0],
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poly->GetVertexIndexBase().m_indexarray[2],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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/* V2 */
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@ -354,7 +353,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
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DT_Vertex(pt);
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/* V3 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[2],
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poly->GetVertexIndexBase().m_indexarray[0],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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@ -366,7 +365,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
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DT_Begin();
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/* V1 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[0],
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poly->GetVertexIndexBase().m_indexarray[3],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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/* V3 */
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@ -376,7 +375,7 @@ DT_ShapeHandle CreateShapeFromMesh(RAS_MeshObject* meshobj)
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DT_Vertex(pt);
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/* V4 */
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meshobj->GetVertex(poly->GetVertexIndexBase().m_vtxarray,
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poly->GetVertexIndexBase().m_indexarray[3],
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poly->GetVertexIndexBase().m_indexarray[0],
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poly->GetMaterial()->GetPolyMaterial())->xyz().getValue(pt);
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DT_Vertex(pt);
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