Commit: 537f28fc0eba79fd735c71eeaec17e387b4629c3
Author: Mitchell Stokes
Date:   Sun Nov 17 16:04:26 2013 -0800
http://developer.blender.org/rB537f28fc0eba79fd735c71eeaec17e387b4629c3

Fix T37325: applyRotation() wasn't working correctly on rigid bodies in the 
game engine.

During the physics cleanup/refactor, the rotation matrix in
CcdPhysicsController::RelativeRotate() became transposed.

===================================================================

M       source/gameengine/Physics/Bullet/CcdPhysicsController.cpp

===================================================================

diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 
b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 71bdce0..6ce52b6 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -947,9 +947,9 @@ void                
CcdPhysicsController::RelativeRotate(const MT_Matrix3x3& rotval,bool local
                        return;
                }
 
-               btMatrix3x3 drotmat(rotval[0].x(), rotval[1].x(), rotval[2].x(),
-                       rotval[0].y(), rotval[1].y(), rotval[2].y(),
-                       rotval[0].z(), rotval[1].z(), rotval[2].z());
+               btMatrix3x3 drotmat(rotval[0].x(), rotval[0].y(), rotval[0].z(),
+                       rotval[1].x(), rotval[1].y(), rotval[1].z(),
+                       rotval[2].x(), rotval[2].y(), rotval[2].z());
 
 
                btMatrix3x3 currentOrn;

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