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