iamcsharper / bullet-xna

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DiscretDynamicsWorld.SetGravity's disabled gravity test is inverted #18

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
In DiscretDynamicsWorld.SetGravity:

  if (body.IsActive() && ((body.GetFlags() & RigidBodyFlags.BT_DISABLE_WORLD_GRAVITY) != 0))

should be

  if (body.IsActive() && ((body.GetFlags() & RigidBodyFlags.BT_DISABLE_WORLD_GRAVITY) == 0))

so that objects which have gravity enabled are actually updated, rather than 
the opposite.

(See also: 
http://bulletphysics.org/Bullet/BulletFull/btDiscreteDynamicsWorld_8cpp_source.h
tml#l00516)

Original issue reported on code.google.com by elise...@gmail.com on 20 Apr 2013 at 2:10

GoogleCodeExporter commented 9 years ago
Thanks Elisee , change made.

Original comment by xexu...@gmail.com on 20 Apr 2013 at 7:49

GoogleCodeExporter commented 9 years ago
Awesome :). Thanks for your great work on this port! I'll be using it for my 
coop game-making platform CraftStudio: 
http://www.youtube.com/watch?v=Xc9w5ejM-ao

Original comment by elise...@gmail.com on 20 Apr 2013 at 12:15

GoogleCodeExporter commented 9 years ago
That's excellent! Would you mind if I put a link to your video on the BulletXNA 
page?
Thanks.

Original comment by xexu...@gmail.com on 20 Apr 2013 at 4:07

GoogleCodeExporter commented 9 years ago
Of course! :)

Original comment by elise...@gmail.com on 20 Apr 2013 at 11:30