Only apply advanced setting of angular/linear factor to rigid bodies (with angular rotation). The setting broke 'dynamic'-only objects.

This commit is contained in:
Erwin Coumans 2009-03-29 18:34:35 +00:00
parent d57811ada1
commit 30fa7a7286

@ -1105,6 +1105,8 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
btRigidBody* rbody = physicscontroller->GetRigidBody();
if (rbody)
{
if (objprop->m_angular_rigidbody)
{
btVector3 linearFactor(
objprop->m_lockXaxis? 0 : 1,
@ -1116,6 +1118,7 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
objprop->m_lockZRotaxis? 0 : 1);
rbody->setLinearFactor(linearFactor);
rbody->setAngularFactor(angularFactor);
}
if (rbody && objprop->m_disableSleeping)
{