From 174c674fd31195777fda03a631e11c4729c6e9e8 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Fri, 3 Feb 2017 15:50:59 -0800 Subject: [PATCH] don't call stepKinematicMotion on kinematic entities --- libraries/physics/src/EntityMotionState.cpp | 9 +++------ 1 file changed, 3 insertions(+), 6 deletions(-) diff --git a/libraries/physics/src/EntityMotionState.cpp b/libraries/physics/src/EntityMotionState.cpp index e9891020b3..c90ca5a1a9 100644 --- a/libraries/physics/src/EntityMotionState.cpp +++ b/libraries/physics/src/EntityMotionState.cpp @@ -199,15 +199,12 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const { return; } assert(entityTreeIsLocked()); - if (_motionType == MOTION_TYPE_KINEMATIC) { + if (_motionType == MOTION_TYPE_KINEMATIC && !_entity->hasAncestorOfType(NestableType::Avatar)) { BT_PROFILE("kinematicIntegration"); // This is physical kinematic motion which steps strictly by the subframe count // of the physics simulation and uses full gravity for acceleration. - if (_entity->hasAncestorOfType(NestableType::Avatar)) { - _entity->setAcceleration(glm::vec3(0.0f)); - } else { - _entity->setAcceleration(_entity->getGravity()); - } + _entity->setAcceleration(_entity->getGravity()); + uint32_t thisStep = ObjectMotionState::getWorldSimulationStep(); float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP; _entity->stepKinematicMotion(dt);