From 537f28fc0eba79fd735c71eeaec17e387b4629c3 Mon Sep 17 00:00:00 2001 From: Mitchell Stokes Date: Sun, 17 Nov 2013 16:04:26 -0800 Subject: [PATCH] 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. --- source/gameengine/Physics/Bullet/CcdPhysicsController.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 71bdce0e1ae..6ce52b60426 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;