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More PhysX region tweaks

Adam Johnson 13 years ago
parent
commit
3e811a4a87
  1. 4
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

4
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

@ -449,7 +449,7 @@ void plPXPhysicalControllerCore::MoveKinematicToController(hsPoint3& pos)
newPos.x = (NxReal)pos.fX; newPos.x = (NxReal)pos.fX;
newPos.y = (NxReal)pos.fY; newPos.y = (NxReal)pos.fY;
newPos.z = (NxReal)pos.fZ+kPhysZOffset; newPos.z = (NxReal)pos.fZ+kPhysZOffset;
if ((fEnabled || fKinematic) && fBehavingLikeAnimatedPhys) if (fBehavingLikeAnimatedPhys)
{ {
if (plSimulationMgr::fExtraProfile) if (plSimulationMgr::fExtraProfile)
SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z ); SimLog("Moving kinematic from %f,%f,%f to %f,%f,%f",pos.fX,pos.fY,pos.fZ+kPhysZOffset,kinPos.x,kinPos.y,kinPos.z );
@ -491,7 +491,7 @@ void plPXPhysicalControllerCore::ISetKinematicLoc(const hsMatrix44& l2w)
// add z offset // add z offset
kPos.fZ += kPhysZOffset; kPos.fZ += kPhysZOffset;
// Update the physical position of kinematic // Update the physical position of kinematic
if (fEnabled || fBehavingLikeAnimatedPhys) if (fBehavingLikeAnimatedPhys)
fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos)); fKinematicActor->moveGlobalPosition(plPXConvert::Point(kPos));
else else
fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos)); fKinematicActor->setGlobalPosition(plPXConvert::Point(kPos));

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