Switching back to old scaling

actorid
Jason Hooks 13 years ago
parent 4d55ecfdbe
commit 86d8a07fc7

@ -213,6 +213,8 @@ namespace MWWorld
if(it->first == "player"){
coord = playerphysics->ps.origin;
//playerphysics->ps.speed = 480.0f;
//std::cout << "Position" << coord << "\n";
}
@ -300,6 +302,7 @@ namespace MWWorld
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
{
/*
if(handleToMesh.find(handle) != handleToMesh.end())
{
btTransform transform = mEngine->getRigidBody(handle)->getWorldTransform();
@ -308,7 +311,7 @@ namespace MWWorld
Ogre::Quaternion quat = Ogre::Quaternion(transform.getRotation().getW(), transform.getRotation().getX(), transform.getRotation().getY(), transform.getRotation().getZ());
Ogre::Vector3 vec = Ogre::Vector3(transform.getOrigin().getX(), transform.getOrigin().getY(), transform.getOrigin().getZ());
addObject(handle, handleToMesh[handle], quat, scale, vec);
}
}*/
}
bool PhysicsSystem::toggleCollisionMode()

@ -324,24 +324,24 @@ namespace Physic
RigidBody* PhysicEngine::createRigidBody(std::string mesh,std::string name,float scale)
{
/*char uniqueID[8];
char uniqueID[8];
sprintf( uniqueID, "%07.3f", scale );
std::string sid = uniqueID;
std::string outputstring = mesh + uniqueID + "\"|";*/
std::string outputstring = mesh + uniqueID + "\"|";
//std::cout << "The string" << outputstring << "\n";
//get the shape from the .nif
mShapeLoader->load(mesh,"General");
BulletShapeManager::getSingletonPtr()->load(mesh,"General");
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(mesh,"General");
//shape->Shape->setLocalScaling();
btScaledBvhTriangleMeshShape* scaled = new btScaledBvhTriangleMeshShape(dynamic_cast<btBvhTriangleMeshShape*> (shape->Shape), btVector3(scale,scale,scale));
mShapeLoader->load(outputstring,"General");
BulletShapeManager::getSingletonPtr()->load(outputstring,"General");
BulletShapePtr shape = BulletShapeManager::getSingleton().getByName(outputstring,"General");
shape->Shape->setLocalScaling( btVector3(scale,scale,scale));
//btScaledBvhTriangleMeshShape* scaled = new btScaledBvhTriangleMeshShape(dynamic_cast<btBvhTriangleMeshShape*> (shape->Shape), btVector3(scale,scale,scale));
//create the motionState
CMotionState* newMotionState = new CMotionState(this,name);
//create the real body
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,scaled);
btRigidBody::btRigidBodyConstructionInfo CI = btRigidBody::btRigidBodyConstructionInfo(0,newMotionState,shape->Shape);
RigidBody* body = new RigidBody(CI,name);
body->collide = shape->collide;
return body;
@ -398,16 +398,16 @@ namespace Physic
if (it != RigidBodyMap.end() )
{
RigidBody* body = it->second;
btScaledBvhTriangleMeshShape* scaled = dynamic_cast<btScaledBvhTriangleMeshShape*> (body->getCollisionShape());
//btScaledBvhTriangleMeshShape* scaled = dynamic_cast<btScaledBvhTriangleMeshShape*> (body->getCollisionShape());
if(body != NULL)
{
delete body;
}
if(scaled != NULL)
/*if(scaled != NULL)
{
delete scaled;
}
}*/
RigidBodyMap.erase(it);
}
}

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