bugfix [#24995] Object rotation seems to be applied incorrectly

- Object actuator rotation was being scaled by: (1/0.02)*2*PI/360 == 0.872, since revision 2. 
- Remove scaling and use do_versions to adjust existing files.
This commit is contained in:
Campbell Barton
2010-12-06 07:45:07 +00:00
parent 5c8dfc1d51
commit 4dceafc928
3 changed files with 22 additions and 19 deletions

View File

@@ -32,8 +32,6 @@
#pragma warning (disable : 4786)
#endif //WIN32
#define BLENDER_HACK_DTIME 0.02
#include "MEM_guardedalloc.h"
#include "KX_BlenderSceneConverter.h"
@@ -151,13 +149,6 @@ void BL_ConvertActuators(char* maggiename,
KX_BLENDERTRUNC(obact->angularvelocity[2]));
short damping = obact->damping;
drotvec /= BLENDER_HACK_DTIME;
//drotvec /= BLENDER_HACK_DTIME;
drotvec *= MT_2_PI/360.0;
//dlocvec /= BLENDER_HACK_DTIME;
//linvelvec /= BLENDER_HACK_DTIME;
//angvelvec /= BLENDER_HACK_DTIME;
/* Blender uses a bit vector internally for the local-flags. In */
/* KX, we have four bools. The compiler should be smart enough */
/* to do the right thing. We need to explicitly convert here! */