[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);
+ }
}
}
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