added python binding for debugdraw,

tweaked friction, some more preparations but no real functionality added yet
This commit is contained in:
Erwin Coumans
2005-08-02 14:59:49 +00:00
parent 292c03ab8e
commit 558b8daf67
7 changed files with 52 additions and 26 deletions

View File

@@ -133,7 +133,7 @@ void KX_ConvertSumoObject( KX_GameObject* gameobj,
smmaterial->m_fh_normal = kxmaterial->m_fh_normal;
smmaterial->m_fh_spring = kxmaterial->m_fh_spring;
smmaterial->m_friction = kxmaterial->m_friction;
smmaterial->m_restitution = 0.f;//kxmaterial->m_restitution;
smmaterial->m_restitution = kxmaterial->m_restitution;
SumoPhysicsEnvironment* sumoEnv =
(SumoPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
@@ -854,7 +854,6 @@ static CollisionShape* CreateBulletShapeFromMesh(RAS_MeshObject* meshobj, bool p
void KX_ConvertBulletObject( class KX_GameObject* gameobj,
class RAS_MeshObject* meshobj,
class KX_Scene* kxscene,
@@ -864,10 +863,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
{
CcdPhysicsEnvironment* env = (CcdPhysicsEnvironment*)kxscene->GetPhysicsEnvironment();
assert(env);
bool dyna = false;
@@ -912,8 +908,12 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
halfExtents /= 2.f;
//todo: do this conversion internally !
//SimdVector3 he (halfExtents[0]-CONVEX_DISTANCE_MARGIN ,halfExtents[1]-CONVEX_DISTANCE_MARGIN ,halfExtents[2]-CONVEX_DISTANCE_MARGIN );
//he = he.absolute();
SimdVector3 he (halfExtents[0],halfExtents[1],halfExtents[2]);
he = he.absolute();
bm = new BoxShape(he);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
@@ -929,7 +929,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
);
bm = new CylinderShapeZ(halfExtents);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
bm->SetMargin(0.05f);
break;
}
@@ -948,7 +947,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
bm = new ConeShape(objprop->m_boundobject.c.m_radius,objprop->m_boundobject.c.m_height);
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
bm->SetMargin(0.05f);
break;
@@ -959,7 +957,6 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (bm)
{
bm->CalculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
bm->SetMargin(0.05f);
}
break;
}
@@ -1007,8 +1004,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_restitution = smmaterial->m_restitution;
ci.m_linearDamping = 0.5;//shapeprops->m_lin_drag;
ci.m_angularDamping = 0.5f;//shapeprops->m_ang_drag;
ci.m_linearDamping = shapeprops->m_lin_drag;
ci.m_angularDamping = shapeprops->m_ang_drag;
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,dyna);
env->addCcdPhysicsController( physicscontroller);