rotation now also work with the physic representation

actorid
gugus 13 years ago
parent 70c74ede05
commit 164a5c8fe4

@ -291,12 +291,14 @@ namespace MWWorld
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));
}
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)

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