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authorMitchell Stokes <mogurijin@gmail.com>2012-07-09 08:57:21 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-09 08:57:21 +0400
commit9d73cbf2c4104282eef7b022a3381da64d3077f1 (patch)
tree95acbadc114ef4c6b2291c7caef25ca11339c554 /doc
parent4ff0efd5a2a1790f7f4407d732bf01ec3d2f00b3 (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.rst8
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.