added python binding for debugdraw,
tweaked friction, some more preparations but no real functionality added yet
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@@ -133,7 +133,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
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smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
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smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
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smmaterial->m_friction = kxmaterial->m_friction;
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smmaterial->m_restitution = 0.f;//kxmaterial->m_restitution;
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smmaterial->m_restitution = kxmaterial->m_restitution;
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SumoPhysicsEnvironment* sumoEnv =
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(SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
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@@ -854,7 +854,6 @@ static CollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool p
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void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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class RAS_MeshObject* meshobj,
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class KX_Scene* kxscene,
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@@ -864,10 +863,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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{
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CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
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assert(env);
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bool dyna = false;
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@@ -912,8 +908,12 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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halfExtents /= 2.f;
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//todo: do this conversion internally !
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//SimdVector3 he (halfExtents[0]-CONVEX_DISTANCE_MARGIN ,halfExtents[1]-CONVEX_DISTANCE_MARGIN ,halfExtents[2]-CONVEX_DISTANCE_MARGIN );
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//he = he.absolute();
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SimdVector3 he (halfExtents[0],halfExtents[1],halfExtents[2]);
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he = he.absolute();
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bm = new BoxShape(he);
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bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
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@@ -929,7 +929,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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);
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bm = new CylinderShapeZ(halfExtents);
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bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
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bm->SetMargin(0.05f);
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break;
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}
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@@ -948,7 +947,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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bm = new ConeShape(objprop->m_boundobject.c.m_radius,objprop->m_boundobject.c.m_height);
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bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
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bm->SetMargin(0.05f);
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break;
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@@ -959,7 +957,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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if (bm)
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{
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bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
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bm->SetMargin(0.05f);
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}
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break;
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}
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@@ -1007,8 +1004,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
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ci.m_restitution = smmaterial->m_restitution;
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ci.m_linearDamping = 0.5;//shapeprops->m_lin_drag;
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ci.m_angularDamping = 0.5f;//shapeprops->m_ang_drag;
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ci.m_linearDamping = shapeprops->m_lin_drag;
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ci.m_angularDamping = shapeprops->m_ang_drag;
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KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,dyna);
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env->addCcdPhysicsController( physicscontroller);
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