mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-21 17:09:40 +00:00
rotation now also work with the physic representation
This commit is contained in:
parent
70c74ede05
commit
164a5c8fe4
1 changed files with 5 additions and 3 deletions
|
@ -291,12 +291,14 @@ namespace MWWorld
|
||||||
|
|
||||||
void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
|
void PhysicsSystem::rotateObject (const std::string& handle, const Ogre::Quaternion& rotation)
|
||||||
{
|
{
|
||||||
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
if (OEngine::Physic::PhysicActor* act = mEngine->getCharacter(handle))
|
||||||
{
|
{
|
||||||
// TODO very dirty hack to avoid crash during setup -> needs cleaning up to allow
|
|
||||||
// start positions others than 0, 0, 0
|
|
||||||
act->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
|
act->setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
|
||||||
}
|
}
|
||||||
|
if (OEngine::Physic::RigidBody* body = mEngine->getRigidBody(handle))
|
||||||
|
{
|
||||||
|
body->getWorldTransform().setRotation(btQuaternion(rotation.x, rotation.y, rotation.z, rotation.w));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
|
void PhysicsSystem::scaleObject (const std::string& handle, float scale)
|
||||||
|
|
Loading…
Reference in a new issue