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authorSybren A. Stüvel <sybren@stuvel.eu>2015-06-23 16:02:28 +0300
committerSybren A. Stüvel <sybren@stuvel.eu>2015-06-28 13:54:53 +0300
commit9f48aa45adb34e03f42d8960fa6d47c5e8b061ab (patch)
tree85573468ed4c7bc2d5e632df288582851ad1b8ce /source/blender/editors
parentc5c2883ce039a35945282b770ad77f461cdf05ad (diff)
BGE: added clamping of angular velocity.
Angular velocity clamping was missing from the BGE. It is implemented similarly to the linear velocity clamping. It is needed to be able to drive physical simulations of systems that have a limited rotational speed. Reviewed by: campbellbarton, panzergame, ton Differential Revision: https://developer.blender.org/D1365
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/object/object_edit.c4
1 files changed, 4 insertions, 0 deletions
diff --git a/source/blender/editors/object/object_edit.c b/source/blender/editors/object/object_edit.c
index 2681a1f8de0..3499a3cc364 100644
--- a/source/blender/editors/object/object_edit.c
+++ b/source/blender/editors/object/object_edit.c
@@ -905,6 +905,8 @@ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
base->object->rdamping = ob->rdamping;
base->object->min_vel = ob->min_vel;
base->object->max_vel = ob->max_vel;
+ base->object->min_angvel = ob->min_angvel;
+ base->object->max_angvel = ob->max_angvel;
if (ob->gameflag & OB_BOUNDS) {
base->object->collision_boundtype = ob->collision_boundtype;
}
@@ -2044,6 +2046,8 @@ static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
ob_iter->rdamping = ob->rdamping;
ob_iter->min_vel = ob->min_vel;
ob_iter->max_vel = ob->max_vel;
+ ob_iter->min_angvel = ob->min_angvel;
+ ob_iter->max_angvel = ob->max_angvel;
ob_iter->obstacleRad = ob->obstacleRad;
ob_iter->mass = ob->mass;
copy_v3_v3(ob_iter->anisotropicFriction, ob->anisotropicFriction);