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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-21 16:37:27 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-21 16:37:27 +0400
commit4ae4ecd3ce3528a3a29ebdaaab8bb2eb01c0f5bf (patch)
tree448f96f0b71ac0e444a576effcef74b55eeadb00 /source/gameengine/Ketsji/KX_GameObject.cpp
parent8f17a66036012ae3f527b95ea9489afbfb212429 (diff)
BGE patch: Optimization of bullet adaptation layer - part 1.
First batch of optimizaton of the bullet adaptation layer in the BGE. - remove circular motion state update. - optimization of physic adaptation layer for bullet: bypass unecessary conversion of rotation matrix to quaternion and back. - remove double updates during object replication.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 6d0b7219ed1..d40fa1e2446 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -744,7 +744,7 @@ void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
{
// see note above
- m_pPhysicsController1->setOrientation(rot.getRotation());
+ m_pPhysicsController1->setOrientation(rot);
}
if (GetSGNode())
GetSGNode()->SetLocalOrientation(rot);