[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23193] branches/blender2.4/source/ gameengine/Physics/Bullet/CcdPhysicsController.cpp: BGE bug #19294: applying torque on a dynamic object turns it into a rigid body.

Benoit Bolsee benoit.bolsee at online.be
Sun Sep 13 21:39:12 CEST 2009


Revision: 23193
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23193
Author:   ben2610
Date:     2009-09-13 21:39:04 +0200 (Sun, 13 Sep 2009)

Log Message:
-----------
BGE bug #19294: applying torque on a dynamic object turns it into a rigid body.

Modified Paths:
--------------
    branches/blender2.4/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

Modified: branches/blender2.4/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- branches/blender2.4/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2009-09-13 19:37:51 UTC (rev 23192)
+++ branches/blender2.4/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp	2009-09-13 19:39:04 UTC (rev 23193)
@@ -1072,7 +1072,7 @@
 			{
 				//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();
+				const btVector3 angFac = body->getAngularFactor();
 				btVector3 tmpFac(1,1,1);
 				body->setAngularFactor(tmpFac);
 				body->applyTorque(torque);





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