@ -395,7 +395,7 @@ void plPXPhysicalControllerCore::IMatchKinematicToController()
kinPos . z = ( NxReal ) cPos . z ;
kinPos . z = ( NxReal ) cPos . z ;
if ( plSimulationMgr : : fExtraProfile )
if ( plSimulationMgr : : fExtraProfile )
SimLog ( " Match setting kinematic from %f,%f,%f to %f,%f,%f " , prevKinPos . x , prevKinPos . y , prevKinPos . z , kinPos . x , kinPos . y , kinPos . z ) ;
SimLog ( " Match setting kinematic from %f,%f,%f to %f,%f,%f " , prevKinPos . x , prevKinPos . y , prevKinPos . z , kinPos . x , kinPos . y , kinPos . z ) ;
if ( fBehavingLikeAnimatedPhys & & fKinematic ) // if NX_BF_KINEMATIC && (avatar is on a ladder or something)
if ( fKinematicActor - > readBodyFlag ( NX_BF_KINEMATIC ) )
fKinematicActor - > moveGlobalPosition ( kinPos ) ;
fKinematicActor - > moveGlobalPosition ( kinPos ) ;
else
else
fKinematicActor - > setGlobalPosition ( kinPos ) ;
fKinematicActor - > setGlobalPosition ( kinPos ) ;
@ -409,7 +409,7 @@ void plPXPhysicalControllerCore::UpdateControllerAndPhysicalRep()
{ //this means we are moving the controller and then synchnig the kin
{ //this means we are moving the controller and then synchnig the kin
NxExtendedVec3 ControllerPos = fController - > getPosition ( ) ;
NxExtendedVec3 ControllerPos = fController - > getPosition ( ) ;
NxVec3 NewKinPos ( ( NxReal ) ControllerPos . x , ( NxReal ) ControllerPos . y , ( NxReal ) ControllerPos . z ) ;
NxVec3 NewKinPos ( ( NxReal ) ControllerPos . x , ( NxReal ) ControllerPos . y , ( NxReal ) ControllerPos . z ) ;
if ( fEnabled | | fKinematic )
if ( fKinematicActor - > readBodyFlag ( NX_BF_KINEMATIC ) )
{
{
if ( plSimulationMgr : : fExtraProfile )
if ( plSimulationMgr : : fExtraProfile )
SimLog ( " Moving kinematic to %f,%f,%f " , NewKinPos . x , NewKinPos . y , NewKinPos . z ) ;
SimLog ( " Moving kinematic to %f,%f,%f " , NewKinPos . x , NewKinPos . y , NewKinPos . z ) ;
@ -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 ( fBehavingLikeAnimatedPhys )
if ( fKinematicActor - > readBodyFlag ( NX_BF_KINEMATIC ) )
{
{
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 ( fBehavingLikeAnimatedPhys )
if ( fKinematicActor - > readBodyFlag ( NX_BF_KINEMATIC ) )
fKinematicActor - > moveGlobalPosition ( plPXConvert : : Point ( kPos ) ) ;
fKinematicActor - > moveGlobalPosition ( plPXConvert : : Point ( kPos ) ) ;
else
else
fKinematicActor - > setGlobalPosition ( plPXConvert : : Point ( kPos ) ) ;
fKinematicActor - > setGlobalPosition ( plPXConvert : : Point ( kPos ) ) ;