}
}
-static void drawRBpivot(bRigidBodyJointConstraint *data, const unsigned char ob_wire_col[4])
+static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data, const unsigned char ob_wire_col[4])
{
const char *axis_str[3] = {"px", "py", "pz"};
int axis;
if (con->type == CONSTRAINT_TYPE_RIGIDBODYJOINT) {
bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint *)con->data;
if (data->flag & CONSTRAINT_DRAW_PIVOT)
- drawRBpivot(data, ob_wire_col);
+ draw_rigid_body_pivot(data, ob_wire_col);
}
}
if (ob->gameflag & OB_BOUNDS) {
if (ob->boundtype != ob->collision_boundtype || (dtx & OB_BOUNDBOX) == 0) {
+
setlinestyle(2);
draw_bounding_volume(scene, ob, ob->collision_boundtype);
setlinestyle(0);
}
if (dt <= OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- if ((ob->gameflag & OB_DYNAMIC) ||
- ((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE)))
+ if (((ob->gameflag & OB_DYNAMIC) &&
+ !ELEM(ob->collision_boundtype, OB_BOUND_TRIANGLE_MESH, OB_BOUND_CONVEX_HULL)) ||
+
+ ((ob->gameflag & OB_BOUNDS) &&
+ (ob->boundtype == OB_BOUND_SPHERE)))
{
float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};