Commit: 3c77822f96e6ef6972c3a87467a4941d7a114744
Author: Porteries Tristan
Date:   Mon Aug 10 14:36:54 2015 +0200
Branches: master
https://developer.blender.org/rB3c77822f96e6ef6972c3a87467a4941d7a114744

BGE: Fix T19377 restore dynamics after unparenting object.

Reviewers: scorpion81

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

M       source/gameengine/Ketsji/KX_GameObject.cpp
M       source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
M       source/gameengine/Ketsji/KX_Scene.cpp
M       source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp

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

diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp 
b/source/gameengine/Ketsji/KX_GameObject.cpp
index 7021d52..c3da80b 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1616,7 +1616,8 @@ void KX_GameObject::Resume(void)
 {
        if (m_suspended) {
                SCA_IObject::Resume();
-               if (GetPhysicsController())
+               // Child objects must be static, so we block changing to dynamic
+               if (GetPhysicsController() && !GetParent())
                        GetPhysicsController()->RestoreDynamics();
 
                m_suspended = false;
@@ -3438,7 +3439,8 @@ PyObject *KX_GameObject::PySuspendDynamics(PyObject *args)
 
 PyObject *KX_GameObject::PyRestoreDynamics()
 {
-       if (GetPhysicsController())
+       // Child objects must be static, so we block changing to dynamic
+       if (GetPhysicsController() && !GetParent())
                GetPhysicsController()->RestoreDynamics();
        Py_RETURN_NONE;
 }
diff --git a/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp 
b/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
index e02eca3..96e1cc2 100644
--- a/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
@@ -121,7 +121,9 @@ bool KX_SCA_DynamicActuator::Update()
        switch (m_dyn_operation)
        {
                case 0:
-                       controller->RestoreDynamics();
+                       // Child objects must be static, so we block changing 
to dynamic
+                       if (!obj->GetParent())
+                               controller->RestoreDynamics();
                        break;
                case 1:
                        controller->SuspendDynamics();
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp 
b/source/gameengine/Ketsji/KX_Scene.cpp
index fd709a8..83126e8 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -584,6 +584,10 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class 
SG_IObject* node, class CVal
                newctrl->SetNewClientInfo(newobj->getClientInfo());
                newobj->SetPhysicsController(newctrl, newobj->IsDynamic());
                newctrl->PostProcessReplica(motionstate, parentctrl);
+
+               // Child objects must be static
+               if (parent)
+                       newctrl->SuspendDynamics();
        }
 
        return newobj;
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp 
b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 759e8bd..53c007f 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -3122,9 +3122,7 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject 
*gameobj, RAS_MeshObject
        {
                KX_BlenderSceneConverter *converter = 
(KX_BlenderSceneConverter*)KX_GetActiveEngine()->GetSceneConverter();
                parent = converter->FindGameObject(blenderparent);
-               isbulletdyna = false;
                isbulletsoftbody = false;
-               shapeprops->m_mass = 0.f;
        }
 
        if (!isbulletdyna)
@@ -3581,6 +3579,9 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject 
*gameobj, RAS_MeshObject
                }
        }
 
+       if (parent)
+               physicscontroller->SuspendDynamics(false);
+
        CcdPhysicsController* parentCtrl = parent ? 
(CcdPhysicsController*)parent->GetPhysicsController() : 0;
        physicscontroller->SetParentCtrl(parentCtrl);

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