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