BGE bug #19294: applying torque on a dynamic object turns it into a rigid body.
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@@ -1072,7 +1072,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
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{
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//workaround for incompatibility between 'DYNAMIC' game object, and angular factor
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//a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque
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const btVector3& angFac = body->getAngularFactor();
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const btVector3 angFac = body->getAngularFactor();
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btVector3 tmpFac(1,1,1);
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body->setAngularFactor(tmpFac);
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body->applyTorque(torque);
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