When the physics are updated from the graphics, subtract the
graphical offset again to make sure physics and graphics are in sync.
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@ -187,7 +187,7 @@ void PhysicalObject::move(const Vec3& xyz, const core::vector3df& hpr)
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irr::core::quaternion tempQuat(mat);
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irr::core::quaternion tempQuat(mat);
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q = btQuaternion(tempQuat.X, tempQuat.Y, tempQuat.Z, tempQuat.W);
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q = btQuaternion(tempQuat.X, tempQuat.Y, tempQuat.Z, tempQuat.W);
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btTransform trans(q,xyz);
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btTransform trans(q,(btVector3)xyz-quatRotate(q,m_graphical_offset));
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m_motion_state->setWorldTransform(trans);
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m_motion_state->setWorldTransform(trans);
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} // move
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} // move
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