BGE patch: Optimization of bullet adaptation layer - part 1.

First batch of optimizaton of the bullet adaptation layer in the BGE.
- remove circular motion state update.
- optimization of physic adaptation layer for bullet: bypass
  unecessary conversion of rotation matrix to quaternion and back.
- remove double updates during object replication.
This commit is contained in:
Benoit Bolsee
2008-07-21 12:37:27 +00:00
parent 8f17a66036
commit 4ae4ecd3ce
12 changed files with 57 additions and 21 deletions

View File

@@ -744,7 +744,7 @@ void KX_GameObject::NodeSetLocalOrientation(const MT_Matrix3x3& rot)
if (m_pPhysicsController1 && (!GetSGNode() || !GetSGNode()->GetSGParent()))
{
// see note above
m_pPhysicsController1->setOrientation(rot.getRotation());
m_pPhysicsController1->setOrientation(rot);
}
if (GetSGNode())
GetSGNode()->SetLocalOrientation(rot);