[Bf-blender-cvs] [e7f2aec] master: BGE: Add 'Lock Translation' for dynamic objects

Thomas Szepe noreply at git.blender.org
Thu May 14 15:24:50 CEST 2015


Commit: e7f2aec81bb752a5bc8f1474a4733a8d31fdd821
Author: Thomas Szepe
Date:   Thu May 14 15:23:42 2015 +0200
Branches: master
https://developer.blender.org/rBe7f2aec81bb752a5bc8f1474a4733a8d31fdd821

BGE: Add 'Lock Translation' for dynamic objects

The XYZ translation lock was missing for dynamic object.

Reviewed By: panzergame

===================================================================

M	release/scripts/startup/bl_ui/properties_game.py
M	source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp

===================================================================

diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 33b19eb..6fb172b 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -100,7 +100,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
             sub.prop(game, "damping", text="Translation", slider=True)
             sub.prop(game, "rotation_damping", text="Rotation", slider=True)
 
-        if physics_type == 'RIGID_BODY':
             layout.separator()
 
             split = layout.split()
@@ -111,6 +110,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
             col.prop(game, "lock_location_y", text="Y")
             col.prop(game, "lock_location_z", text="Z")
 
+        if physics_type == 'RIGID_BODY':
             col = split.column()
             col.label(text="Lock Rotation:")
             col.prop(game, "lock_rotation_x", text="X")
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index dcc6720..3670d79 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -3535,9 +3535,10 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
 
 		if (rbody)
 		{
+			rbody->setLinearFactor(ci.m_linearFactor);
+
 			if (isbulletrigidbody)
 			{
-				rbody->setLinearFactor(ci.m_linearFactor);
 				rbody->setAngularFactor(ci.m_angularFactor);
 			}




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