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@ -127,7 +127,6 @@ void MWScene::doPhysics (float duration, MWWorld::World& world,
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{
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OEngine::Physic::PhysicActor* act = it->second;
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btVector3 newPos = act->getPosition();
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std::cout << newPos.x()<<newPos.y(),newPos.z();
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MWWorld::Ptr ptr = world.getPtrViaHandle (it->first);
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world.moveObject (ptr, newPos.x(), newPos.y(), newPos.z());
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}
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@ -164,7 +163,7 @@ void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& positi
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{
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rend.getScene()->getSceneNode(handle)->setPosition(position);
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if(updatePhysics)//TODO: is it an actor?
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if(updatePhysics)//TODO: is it an actor? Done?
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{
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if (OEngine::Physic::RigidBody* body = eng->getRigidBody(handle))
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{
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@ -174,6 +173,12 @@ void MWScene::moveObject (const std::string& handle, const Ogre::Vector3& positi
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tr.setOrigin(btVector3(position.x,position.y,position.z));
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body->setWorldTransform(tr);
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}
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if (OEngine::Physic::PhysicActor* act = eng->getCharacter(handle))
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{
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// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
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// start positions others than 0, 0, 0
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act->setPosition(btVector3(position.x,position.y,position.z));
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}
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}
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}
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