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author | Benoit Bolsee <benoit.bolsee@online.be> | 2012-05-29 01:36:29 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2012-05-29 01:36:29 +0400 |
commit | dfc19a1ff7968e547c33ef3304849f69ddf76f4f (patch) | |
tree | 62764fb4d5ebf37785a1d34dcda7e01d4392bc18 /extern/bullet2/src/BulletCollision | |
parent | 4e0492e3bc59a4adca8ea5075a96bc78cd6bb67a (diff) |
BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
Diffstat (limited to 'extern/bullet2/src/BulletCollision')
-rw-r--r-- | extern/bullet2/src/BulletCollision/BroadphaseCollision/btQuantizedBvh.h | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/extern/bullet2/src/BulletCollision/BroadphaseCollision/btQuantizedBvh.h b/extern/bullet2/src/BulletCollision/BroadphaseCollision/btQuantizedBvh.h index 51b27afe686..9e247d125f5 100644 --- a/extern/bullet2/src/BulletCollision/BroadphaseCollision/btQuantizedBvh.h +++ b/extern/bullet2/src/BulletCollision/BroadphaseCollision/btQuantizedBvh.h @@ -339,7 +339,7 @@ public: ///***************************************** expert/internal use only ************************* - void setQuantizationValues(const btVector3& bvhAabbMin,const btVector3& bvhAabbMax,btScalar quantizationMargin=btScalar(1.0)); + void setQuantizationValues(const btVector3& bvhAabbMin,const btVector3& bvhAabbMax,btScalar quantizationMargin=btScalar(1.5)); QuantizedNodeArray& getLeafNodeArray() { return m_quantizedLeafNodes; } ///buildInternal is expert use only: assumes that setQuantizationValues and LeafNodeArray are initialized void buildInternal(); |