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authorErwin Coumans <blender@erwincoumans.com>2006-12-04 07:31:34 +0300
committerErwin Coumans <blender@erwincoumans.com>2006-12-04 07:31:34 +0300
commitf22ee3f86f3291eeba0346e9d5bc0e412366238e (patch)
treea882fb425507682498035b3d6739d3538cf072f3 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent2ec5d00da91848ce8c56d383a23a35b76243b956 (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.cpp5
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);
}