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The real Relto plunge fix...

Hack. PhysX is going away, so I'm not going to expend a lot of effort on
making a technically correct fix.
Adam Johnson 12 years ago
parent
commit
c8873a9082
  1. 6
      Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

6
Sources/Plasma/PubUtilLib/plPhysX/plPXPhysicalControllerCore.cpp

@ -483,7 +483,7 @@ NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
NxCapsuleControllerDesc desc;
desc.position.x = 0;
desc.position.y = 0;
desc.position.z = 0;
desc.position.z = -10000; // No one should be building down there... (-2000 is kickable limit)
desc.upDirection = NX_Z;
desc.slopeLimit = kSLOPELIMIT;
desc.skinWidth = kPhysxSkinWidth;
@ -531,7 +531,9 @@ NxScene* scene = plSimulationMgr::GetInstance()->GetScene(fWorldKey);
fKinematicActor->raiseActorFlag(NX_AF_DISABLE_COLLISION);
#endif
// set the matrix to be the same as the controller's actor... that should orient it to be the same
fKinematicActor->moveGlobalPose(actor->getGlobalPose());
// PhysX HACK TURD: Sometimes, using the ***wrong*** function is desirable...
// Changing this to moveGlobalPose will cause camera regions to fire before linking in.
fKinematicActor->setGlobalPose(actor->getGlobalPose());
// the proxy for the debug display
//hsAssert(!fProxyGen, "Already have proxy gen, double read?");

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