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-rw-r--r--src/core/entity.cc37
1 files changed, 24 insertions, 13 deletions
diff --git a/src/core/entity.cc b/src/core/entity.cc
index da94896..a59c85c 100644
--- a/src/core/entity.cc
+++ b/src/core/entity.cc
@@ -623,11 +623,13 @@ void Entity::reset()
zone()->physics()->addRigidBody(entity_body);
}
- // transfer entity location to motion state
- body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
+ // transfer entity location to body
body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
+ body()->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
+ body()->clearForces();
body()->setWorldTransform(t);
+
set_dirty();
}
@@ -761,19 +763,26 @@ void EntityDynamic::reset()
// transfer entity location to motion state
body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
- body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
+ body()->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
body()->setWorldTransform(t);
+ body()->clearForces();
if (motionstate()) {
motionstate()->setWorldTransform(t);
}
if (entity_state == Docked) {
- body()->setLinearFactor(btVector3(0.0f, 0.0f, 0.0f));
- body()->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
+ //body()->setLinearFactor(btVector3(0.0f, 0.0f, 0.0f));
+ //body()->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
+ entity_body->setActivationState(DISABLE_SIMULATION);
} else {
- body()->setLinearFactor(btVector3(1.0f, 1.0f, 1.0f));
- body()->setAngularFactor(btVector3(1.0f, 1.0f, 1.0f));
+ //body()->setLinearFactor(btVector3(1.0f, 1.0f, 1.0f));
+ //body()->setAngularFactor(btVector3(1.0f, 1.0f, 1.0f));
+ if (entity_mass) {
+ entity_body->setActivationState(DISABLE_DEACTIVATION);
+ } else {
+ entity_body->setActivationState(ISLAND_SLEEPING);
+ }
}
set_dirty();
@@ -1210,7 +1219,6 @@ void EntityControlable::reset()
// create physics body
entity_body_info = new btRigidBody::btRigidBodyConstructionInfo(entity_mass, entity_motionstate, entity_collision_shape, inertia);
entity_body = new btRigidBody(*entity_body_info);
- entity_body->setActivationState(DISABLE_DEACTIVATION);
//entity_body->setCollisionFlags(entity_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT);
@@ -1222,17 +1230,20 @@ void EntityControlable::reset()
}
}
+ body()->clearForces();
body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
- body()->setLinearVelocity(btVector3(0.0f, 0.0f, 0.0f));
+ body()->setAngularVelocity(btVector3(0.0f, 0.0f, 0.0f));
body()->setWorldTransform(t);
motionstate()->setWorldTransform(t);
if (entity_state == Docked) {
- body()->setLinearFactor(btVector3(0.0f, 0.0f, 0.0f));
- body()->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
+ //body()->setLinearFactor(btVector3(0.0f, 0.0f, 0.0f));
+ //body()->setAngularFactor(btVector3(0.0f, 0.0f, 0.0f));
+ entity_body->setActivationState(DISABLE_SIMULATION);
} else {
- body()->setLinearFactor(btVector3(1.0f, 1.0f, 1.0f));
- body()->setAngularFactor(btVector3(1.0f, 1.0f, 1.0f));
+ //body()->setLinearFactor(btVector3(1.0f, 1.0f, 1.0f));
+ //body()->setAngularFactor(btVector3(1.0f, 1.0f, 1.0f));
+ entity_body->setActivationState(DISABLE_DEACTIVATION);
}
//if (zone()) {