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authorMitchell Stokes <mogurijin@gmail.com>2013-11-18 04:04:26 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-11-18 04:04:26 +0400
commit537f28fc0eba79fd735c71eeaec17e387b4629c3 (patch)
tree3362bf05035b3f624f755992e5fe7f4ec3f6c57e /source/gameengine
parent84c30edbdfe00bc3b8f39504c4dff5ab607f3ece (diff)
Fix T37325: applyRotation() wasn't working correctly on rigid bodies in the game engine.
During the physics cleanup/refactor, the rotation matrix in CcdPhysicsController::RelativeRotate() became transposed.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 71bdce0e1ae..6ce52b60426 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -947,9 +947,9 @@ void CcdPhysicsController::RelativeRotate(const MT_Matrix3x3& rotval,bool local
return;
}
- btMatrix3x3 drotmat(rotval[0].x(), rotval[1].x(), rotval[2].x(),
- rotval[0].y(), rotval[1].y(), rotval[2].y(),
- rotval[0].z(), rotval[1].z(), rotval[2].z());
+ btMatrix3x3 drotmat(rotval[0].x(), rotval[0].y(), rotval[0].z(),
+ rotval[1].x(), rotval[1].y(), rotval[1].z(),
+ rotval[2].x(), rotval[2].y(), rotval[2].z());
btMatrix3x3 currentOrn;