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Bullet rigidbody's inertia tensor does not depend on position, so no need to recalculate it if rigidbody position only is forced to a new value.

Lasse Öörni 12 years ago
parent
commit
6dd168db5d
1 changed files with 0 additions and 1 deletions
  1. 0 1
      Source/Engine/Physics/RigidBody.cpp

+ 0 - 1
Source/Engine/Physics/RigidBody.cpp

@@ -238,7 +238,6 @@ void RigidBody::SetPosition(Vector3 position)
         btTransform interpTrans = body_->getInterpolationWorldTransform();
         btTransform interpTrans = body_->getInterpolationWorldTransform();
         interpTrans.setOrigin(worldTrans.getOrigin());
         interpTrans.setOrigin(worldTrans.getOrigin());
         body_->setInterpolationWorldTransform(interpTrans);
         body_->setInterpolationWorldTransform(interpTrans);
-        body_->updateInertiaTensor();
 
 
         Activate();
         Activate();
         MarkNetworkUpdate();
         MarkNetworkUpdate();