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authorErwin Coumans <blender@erwincoumans.com>2009-03-29 22:34:35 +0400
committerErwin Coumans <blender@erwincoumans.com>2009-03-29 22:34:35 +0400
commit30fa7a7286a2d4b5f8abedc2ce43602fb229b25c (patch)
tree685bd8dd6f2fc6e0c65872d90f0cc6dad7e8053e
parentd57811ada14ad3f9833e77b2cff0d624c7e1ff89 (diff)
Only apply advanced setting of angular/linear factor to rigid bodies (with angular rotation). The setting broke 'dynamic'-only objects.
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp23
1 files changed, 13 insertions, 10 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 9b2d7403974..8002da6b8d4 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1106,16 +1106,19 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
if (rbody)
{
- btVector3 linearFactor(
- objprop->m_lockXaxis? 0 : 1,
- objprop->m_lockYaxis? 0 : 1,
- objprop->m_lockZaxis? 0 : 1);
- btVector3 angularFactor(
- objprop->m_lockXRotaxis? 0 : 1,
- objprop->m_lockYRotaxis? 0 : 1,
- objprop->m_lockZRotaxis? 0 : 1);
- rbody->setLinearFactor(linearFactor);
- rbody->setAngularFactor(angularFactor);
+ if (objprop->m_angular_rigidbody)
+ {
+ btVector3 linearFactor(
+ objprop->m_lockXaxis? 0 : 1,
+ objprop->m_lockYaxis? 0 : 1,
+ objprop->m_lockZaxis? 0 : 1);
+ btVector3 angularFactor(
+ objprop->m_lockXRotaxis? 0 : 1,
+ objprop->m_lockYRotaxis? 0 : 1,
+ objprop->m_lockZRotaxis? 0 : 1);
+ rbody->setLinearFactor(linearFactor);
+ rbody->setAngularFactor(angularFactor);
+ }
if (rbody && objprop->m_disableSleeping)
{