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author | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-09 08:57:21 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-09 08:57:21 +0400 |
commit | 9d73cbf2c4104282eef7b022a3381da64d3077f1 (patch) | |
tree | 95acbadc114ef4c6b2291c7caef25ca11339c554 /doc | |
parent | 4ff0efd5a2a1790f7f4407d732bf01ec3d2f00b3 (diff) |
As a response to issue [#28483] "Enable/Disable Rigid Body actuator do nothing" reported by Jean-Francois Gallant (pyroevil), I'm adding preliminary support to enable and disable rigid body physics on dynamic objects. This is can be done via the Edit Object Actuator or through KX_GameObject.enableRigidBody() and KX_GameObject.disableRigidBody(). Thanks to Sergej Reich for his help with the patch.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/python_api/rst/bge.types.rst | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst index bd6ee3614d3..31ae45b9bf0 100644 --- a/doc/python_api/rst/bge.types.rst +++ b/doc/python_api/rst/bge.types.rst @@ -1335,18 +1335,10 @@ Game Types (bge.types) Rigid body physics allows the object to roll on collisions. - .. note:: - - This is not working with bullet physics yet. - .. method:: disableRigidBody() Disables rigid body physics for this object. - .. note:: - - This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later. - .. method:: setParent(parent, compound=True, ghost=True) Sets this object's parent. |