diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2006-12-04 07:31:34 +0300 |
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committer | Erwin Coumans <blender@erwincoumans.com> | 2006-12-04 07:31:34 +0300 |
commit | f22ee3f86f3291eeba0346e9d5bc0e412366238e (patch) | |
tree | a882fb425507682498035b3d6739d3538cf072f3 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | |
parent | 2ec5d00da91848ce8c56d383a23a35b76243b956 (diff) |
added some 'angularFactor' for character control (to avoid rotation)
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp index 85075d6364c..fcc793ec5c9 100644 --- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp +++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp @@ -1156,9 +1156,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj, physicscontroller->GetRigidBody()->updateInertiaTensor(); */ - env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1); - - + //env->createConstraint(physicscontroller,0,PHY_ANGULAR_CONSTRAINT,0,0,0,0,0,1); + physicscontroller->GetRigidBody()->setAngularFactor(0.f); } |