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

This commit is contained in:
Benoit Bolsee
2009-09-13 19:39:04 +00:00
parent 334fefc12a
commit 529e021a1f

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@@ -1072,7 +1072,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
{
//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);