[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [19966] trunk/blender/source/gameengine/ Physics/Bullet/CcdPhysicsController.cpp: fix so that torque can be applied to DYNAMIC game objects, this fixes the skategirl.

Erwin Coumans blender at erwincoumans.com
Wed Apr 29 01:26:35 CEST 2009


Revision: 19966
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=19966
Author:   erwin
Date:     2009-04-29 01:26:35 +0200 (Wed, 29 Apr 2009)

Log Message:
-----------
fix so that torque can be applied to DYNAMIC game objects, this fixes the skategirl.
Note that skategirl needs a bit higher angular damping, perhaps the conversion formula needs to be tweaked better?

Modified Paths:
--------------
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2009-04-28 20:19:36 UTC (rev 19965)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2009-04-28 23:26:35 UTC (rev 19966)
@@ -964,7 +964,14 @@
 			torque	= xform.getBasis()*torque;
 		}
 		if (body)
+		{
+			//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();
+			body->setAngularFactor(1.f);
 			body->applyTorque(torque);
+			body->setAngularFactor(angFac);
+		}
 	}
 }
 





More information about the Bf-blender-cvs mailing list