Bugfix for [#18911] Applied torque breaks rigid bodies in game engine

This commit is contained in:
Erwin Coumans 2009-06-11 13:42:41 +00:00
parent bf729ab268
commit db8b4cee56

@ -1015,6 +1015,12 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
torque = xform.getBasis()*torque;
}
if (body)
{
if (m_cci.m_bRigid)
{
body->applyTorque(torque);
}
else
{
//workaround for incompatibility between 'DYNAMIC' game object, and angular factor
//a DYNAMIC object has some inconsistency: it has no angular effect due to collisions, but still has torque
@ -1026,6 +1032,7 @@ void CcdPhysicsController::ApplyTorque(float torqueX,float torqueY,float torque
}
}
}
}
void CcdPhysicsController::ApplyForce(float forceX,float forceY,float forceZ,bool local)
{