[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [14535] trunk/blender/source/gameengine: Better fix for BGE bug #7892: dRot is reversed on dynamic objects.
Benoit Bolsee
benoit.bolsee at online.be
Wed Apr 23 23:48:17 CEST 2008
Revision: 14535
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14535
Author: ben2610
Date: 2008-04-23 23:48:17 +0200 (Wed, 23 Apr 2008)
Log Message:
-----------
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
Modified Paths:
--------------
trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-04-23 21:17:47 UTC (rev 14534)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp 2008-04-23 21:48:17 UTC (rev 14535)
@@ -315,7 +315,6 @@
GetSGNode()->RelativeRotate(rotmat,local);
if (m_pPhysicsController1) { // (IsDynamic())
- rotmat.transpose();
m_pPhysicsController1->RelativeRotate(rotmat,local);
}
}
Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2008-04-23 21:17:47 UTC (rev 14534)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2008-04-23 21:48:17 UTC (rev 14535)
@@ -290,9 +290,9 @@
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;
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