Revision: 20809 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20809 Author: erwin Date: 2009-06-11 15:42:41 +0200 (Thu, 11 Jun 2009)
Log Message: ----------- Bugfix for [#18911] Applied torque breaks rigid bodies in game engine Modified Paths: -------------- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp =================================================================== --- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2009-06-11 11:54:56 UTC (rev 20808) +++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2009-06-11 13:42:41 UTC (rev 20809) @@ -1016,14 +1016,21 @@ } if (body) { - //workaround for incompatibility between 'DYNAMIC' game object, and angular factor - //a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque - const btVector3& angFac = body->getAngularFactor(); - btVector3 tmpFac(0,0,1); - body->setAngularFactor(tmpFac); - body->applyTorque(torque); - body->setAngularFactor(angFac); - } + if (m_cci.m_bRigid) + { + body->applyTorque(torque); + } + else + { + //workaround for incompatibility between 'DYNAMIC' game object, and angular factor + //a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque + const btVector3& angFac = body->getAngularFactor(); + btVector3 tmpFac(0,0,1); + body->setAngularFactor(tmpFac); + body->applyTorque(torque); + body->setAngularFactor(angFac); + } + } } } _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs