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@@ -795,12 +795,12 @@ Vector3 RigidBodyBullet::get_angular_velocity() const {
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void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) {
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if (mode == PhysicsServer::BODY_MODE_KINEMATIC) {
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- if (space)
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+ if (space && space->get_delta_time() != 0)
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btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time());
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// The kinematic use MotionState class
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godotMotionState->moveBody(p_global_transform);
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} else {
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- // Is necesasry to avoid wrong location on the rendering side on the next frame
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+ // Is necessary to avoid wrong location on the rendering side on the next frame
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godotMotionState->setWorldTransform(p_global_transform);
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}
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CollisionObjectBullet::set_transform__bullet(p_global_transform);
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