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);
+ }
+ }
}
}
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