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authorBenoit Bolsee <benoit.bolsee@online.be>2009-08-31 19:54:56 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-08-31 19:54:56 +0400
commit0b968bcbd99b140c2d9d6fd231edb68172d4dfc8 (patch)
tree62e29aa2d0fffdbce71a53a530bb6d65cbe57d1e /source/gameengine/Physics
parent0795d8237d95d1846b09f293d321af58ecb9dd4c (diff)
BGE bug #19020: The GE Torque actuator x -& y-axis do not work in 2.49a (winxp)
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 20e830c9dc3..7f84b06cc3c 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -1073,7 +1073,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
//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);
+ btVector3 tmpFac(1,1,1);
body->setAngularFactor(tmpFac);
body->applyTorque(torque);
body->setAngularFactor(angFac);