add collision masks to copy-game-physics settings. (another GGJ missing feature :) )

This commit is contained in:
Campbell Barton
2013-01-28 06:56:47 +00:00
parent 6aece07aaf
commit 2e822e30b1

View File

@@ -1864,9 +1864,7 @@ static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
ob_iter->max_vel = ob->max_vel;
ob_iter->obstacleRad = ob->obstacleRad;
ob_iter->mass = ob->mass;
ob_iter->anisotropicFriction[0] = ob->anisotropicFriction[0];
ob_iter->anisotropicFriction[1] = ob->anisotropicFriction[1];
ob_iter->anisotropicFriction[2] = ob->anisotropicFriction[2];
copy_v3_v3(ob_iter->anisotropicFriction, ob->anisotropicFriction);
ob_iter->collision_boundtype = ob->collision_boundtype;
ob_iter->margin = ob->margin;
ob_iter->bsoft = copy_bulletsoftbody(ob->bsoft);
@@ -1874,6 +1872,9 @@ static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
ob_iter->restrictflag |= OB_RESTRICT_RENDER;
else
ob_iter->restrictflag &= ~OB_RESTRICT_RENDER;
ob_iter->col_group = ob->col_group;
ob_iter->col_mask = ob->col_mask;
}
}
CTX_DATA_END;