[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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