Fix for [#31166] 2.63 applyRotation() makes Dynamic and Rigid object spin very fast

This bug was caused by r45902. CcdPhysicsController::RelativeRotate() was reading 2 values past the input because it was actually being passed a float[12] when it asked for a float[9] by KX_BulletPhysicsController::RelativeRotate(). Now KX_BulletPhysicsController::RelativeRotate() passes in a float[9] like it should have done to begin with.
This commit is contained in:
Mitchell Stokes 2012-04-29 17:23:19 +00:00
parent 343edf2722
commit 0331c77df1

@ -121,8 +121,8 @@ void KX_BulletPhysicsController::RelativeTranslate(const MT_Vector3& dloc,bool l
void KX_BulletPhysicsController::RelativeRotate(const MT_Matrix3x3& drot,bool local)
{
float rotval[12];
drot.getValue(rotval);
float rotval[9];
drot.getValue3x3(rotval);
CcdPhysicsController::RelativeRotate(rotval,local);
}