Update com_jme3_bullet_objects_PhysicsRigidBody.cpp (#702)
* Update com_jme3_bullet_objects_PhysicsRigidBody.cpp From docu here: http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Activation_States .. ACTIVE_TAG Means active so that the object having the state could be moved in a step simulation. This is the "normal" state for an object to be in. Use btCollisionObject::activate() to activate an object, not btCollisionObject::setActivationState(ACTIVATE_TAG), or it may get disabled again right away, as the deactivation timer has not been reset. .. * Update com_jme3_bullet_objects_PhysicsRigidBody.cpp Settin RigidBody kinematic and then back dynamic will leave activation state to disabled causing the object never fall to sleep.
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@ -217,7 +217,8 @@ extern "C" {
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body->setActivationState(DISABLE_DEACTIVATION);
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} else {
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body->setCollisionFlags(body->getCollisionFlags() & ~btCollisionObject::CF_KINEMATIC_OBJECT);
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body->setActivationState(ACTIVE_TAG);
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body->activate(true);
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body->forceActivationState(ACTIVE_TAG);
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}
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}
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