diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-04-24 01:48:17 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-04-24 01:48:17 +0400 |
commit | f4cc03b0f1323fbf41730851716cb90e27e4c89e (patch) | |
tree | 2b6afcebd8dd79d1997f7a77606deb286471f826 /source | |
parent | 408fcd6a33b1a2bd4c5314d54a7b10f881896cc3 (diff) |
Better fix for BGE bug #7892: dRot is reversed on dynamic objects. Make sure that graphic, Bullet and Sumo(deprecated) objects rotate the same way. This fix reverses the rotation of non-dynamic objects compared to 2.45: you will need to change the sign of dRot in 2.45 games for them to work correctly in 2.46
Diffstat (limited to 'source')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 1 | ||||
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsController.cpp | 6 |
2 files changed, 3 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 1c508baca96..cf621e04f99 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -315,7 +315,6 @@ void KX_GameObject::ApplyRotation(const MT_Vector3& drot,bool local) GetSGNode()->RelativeRotate(rotmat,local); if (m_pPhysicsController1) { // (IsDynamic()) - rotmat.transpose(); m_pPhysicsController1->RelativeRotate(rotmat,local); } } diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index fe9aa4419e4..d99b75482b9 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -290,9 +290,9 @@ void CcdPhysicsController::RelativeRotate(const float rotval[9],bool local) m_body->setCollisionFlags(m_body->getCollisionFlags() | btCollisionObject::CF_KINEMATIC_OBJECT); } - btMatrix3x3 drotmat( rotval[0],rotval[1],rotval[2], - rotval[4],rotval[5],rotval[6], - rotval[8],rotval[9],rotval[10]); + btMatrix3x3 drotmat( rotval[0],rotval[4],rotval[8], + rotval[1],rotval[5],rotval[9], + rotval[2],rotval[6],rotval[10]); btMatrix3x3 currentOrn; |