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Fix NPC physics scale problem

This commit is contained in:
scrawl 2013-03-31 13:50:57 +02:00
parent b0199c703c
commit af6409b9f5

View File

@ -89,18 +89,19 @@ namespace Physic
}
void PhysicActor::setScale(float scale){
Ogre::Vector3 position = getPosition();
Ogre::Quaternion rotation = getRotation();
//We only need to change the scaled box translation, box rotations remain the same.
mBoxScaledTranslation = mBoxScaledTranslation / mBody->getCollisionShape()->getLocalScaling().getX();
mBoxScaledTranslation *= scale;
if(mBody){
mEngine->dynamicsWorld->removeRigidBody(mBody);
mEngine->dynamicsWorld->removeRigidBody(mRaycastingBody);
delete mBody;
delete mRaycastingBody;
}
//Create the newly scaled rigid body
mBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, position, rotation);
mEngine->addRigidBody(mBody, false); //Add rigid body to dynamics world, but do not add to object map
mBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, getPosition(), getRotation());
mRaycastingBody = mEngine->createAndAdjustRigidBody(mMesh, mName, scale, getPosition(), getRotation(), 0, 0, true);
mEngine->addRigidBody(mBody, false, mRaycastingBody); //Add rigid body to dynamics world, but do not add to object map
}
Ogre::Vector3 PhysicActor::getHalfExtents() const