BGE: Fix T46557: Empty collision bounds option with character physics

- Fix in rna_object.c rna_GameObjectSettings_physics_type_set->The
collision bounds type can't be empty for character physics
- Add do_version for the .blends already saved with collision bounds
option empty (characters)

Reviewers: campbellbarton, panzergame, lordloki

Reviewed By: panzergame, lordloki

Subscribers: lordloki

Projects: #game_engine

Maniphest Tasks: T46557

Differential Revision: https://developer.blender.org/D1576
This commit is contained in:
Ulysse Martin 2015-10-28 02:02:31 +01:00 committed by Jorge Bernal
parent 9eb7eb5379
commit 40b2e75b20
Notes: blender-bot 2023-02-14 08:31:04 +01:00
Referenced by issue #46622, Consistent segfault with 2 particle systems, in 2 layers and mballs
Referenced by issue #46557, [BUG] BGE steering
2 changed files with 16 additions and 0 deletions

View File

@ -909,6 +909,15 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
#undef LA_YF_PHOTON
}
{
Object *ob;
for (ob = main->object.first; ob; ob = ob->id.next) {
if (ob->body_type == OB_BODY_TYPE_CHARACTER && (ob->gameflag & OB_BOUNDS) && ob->collision_boundtype == OB_BOUND_TRIANGLE_MESH) {
ob->boundtype = ob->collision_boundtype = OB_BOUND_BOX;
}
}
}
}
{
@ -925,4 +934,6 @@ void blo_do_versions_270(FileData *fd, Library *UNUSED(lib), Main *main)
}
}
}
}

View File

@ -1036,6 +1036,11 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
ob->gameflag |= OB_COLLISION | OB_CHARACTER;
ob->gameflag &= ~(OB_SENSOR | OB_OCCLUDER | OB_DYNAMIC | OB_RIGID_BODY | OB_SOFT_BODY | OB_ACTOR |
OB_ANISOTROPIC_FRICTION | OB_DO_FH | OB_ROT_FH | OB_COLLISION_RESPONSE | OB_NAVMESH);
/* When we switch to character physics and the collision bounds is set to triangle mesh
we have to change collision bounds because triangle mesh is not supported by Characters*/
if ((ob->gameflag & OB_BOUNDS) && ob->collision_boundtype == OB_BOUND_TRIANGLE_MESH) {
ob->boundtype = ob->collision_boundtype = OB_BOUND_BOX;
}
break;
case OB_BODY_TYPE_STATIC:
ob->gameflag |= OB_COLLISION;