Revision: 16213
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16213
Author:   ben2610
Date:     2008-08-21 23:04:42 +0200 (Thu, 21 Aug 2008)

Log Message:
-----------
BGE bug #17411 fixed: the always sensor is called before the the scale of the 
object is applied. The scale is now applied to the shape before the creation of 
the rigid body.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2008-08-21 20:28:33 UTC (rev 16212)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2008-08-21 21:04:42 UTC (rev 16213)
@@ -801,11 +801,8 @@
        }
 
        bm->setMargin(0.06);
-       if (objprop->m_dyna)
-               bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);
 
 
-
                if (objprop->m_isCompoundChild)
                {
                        //find parent, compound shape and add to it
@@ -905,6 +902,8 @@
        ci.m_collisionFilterGroup = (isbulletdyna) ? 
short(CcdConstructionInfo::DefaultFilter) : 
short(CcdConstructionInfo::StaticFilter);
        ci.m_collisionFilterMask = (isbulletdyna) ? 
short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ 
CcdConstructionInfo::StaticFilter);
        ci.m_bRigid = objprop->m_dyna && objprop->m_angular_rigidbody;
+       MT_Vector3 scaling = gameobj->NodeGetWorldScaling();
+       ci.m_scaling.setValue(scaling[0], scaling[1], scaling[2]);
        KX_BulletPhysicsController* physicscontroller = new 
KX_BulletPhysicsController(ci,isbulletdyna);
        // shapeInfo is reference counted, decrement now as we don't use it 
anymore
        if (shapeInfo)

Modified: 
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2008-08-21 20:28:33 UTC (rev 16212)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2008-08-21 21:04:42 UTC (rev 16213)
@@ -48,6 +48,10 @@
        // copy pointers locally to allow smart release
        m_MotionState = ci.m_MotionState;
        m_collisionShape = ci.m_collisionShape;
+       // apply scaling before creating rigid body
+       m_collisionShape->setLocalScaling(m_cci.m_scaling);
+       if (m_cci.m_mass)
+               m_collisionShape->calculateLocalInertia(m_cci.m_mass, 
m_cci.m_localInertiaTensor);
        // shape info is shared, increment ref count
        m_shapeInfo = ci.m_shapeInfo;
        if (m_shapeInfo)


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