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authorBenoit Bolsee <benoit.bolsee@online.be>2008-06-24 23:37:43 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-06-24 23:37:43 +0400
commit15c105c157057d249192b02f438cc60af600f9e6 (patch)
tree9ed6c9a6dd6a43d0d7986e58e0f527d138699b65 /source/gameengine/Converter/KX_ConvertActuators.cpp
parent533539901b1a50962a5870ee30d7c0d1ba123585 (diff)
BGE patch: Add damping and clamping option to motion actuator.
This patch introduces two options for the motion actuator: damping: number of frames to reach the target velocity. It takes into account the startup velocityin the target velocity direction and add 1/damping fraction of target velocity until the full velocity is reached. Works only with linear and angular velocity. It will be extended to delta and force motion method in a future release. clamping: apply the force and torque as long as the target velocity is not reached. If this option is set, the velocity specified in linV or angV are not applied to the object but used as target velocity. You should also specify a force in force or torque field: the force will be applied as long as the velocity along the axis of the vector set in linV or angV is not reached. Works best in low friction environment.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp
index 89e2925a6c1..f0b549594f2 100644
--- a/source/gameengine/Converter/KX_ConvertActuators.cpp
+++ b/source/gameengine/Converter/KX_ConvertActuators.cpp
@@ -137,6 +137,7 @@ void BL_ConvertActuators(char* maggiename,
MT_Vector3 angvelvec ( KX_BLENDERTRUNC(obact->angularvelocity[0]),
KX_BLENDERTRUNC(obact->angularvelocity[1]),
KX_BLENDERTRUNC(obact->angularvelocity[2]));
+ short damping = obact->damping;
drotvec /= BLENDER_HACK_DTIME;
//drotvec /= BLENDER_HACK_DTIME;
@@ -157,7 +158,7 @@ void BL_ConvertActuators(char* maggiename,
bitLocalFlag.DRot = bool((obact->flag & ACT_DROT_LOCAL)!=0);
bitLocalFlag.LinearVelocity = bool((obact->flag & ACT_LIN_VEL_LOCAL)!=0);
bitLocalFlag.AngularVelocity = bool((obact->flag & ACT_ANG_VEL_LOCAL)!=0);
-
+ bitLocalFlag.ClampVelocity = bool((obact->flag & ACT_CLAMP_VEL)!=0);
bitLocalFlag.AddOrSetLinV = bool((obact->flag & ACT_ADD_LIN_VEL)!=0);
@@ -168,6 +169,7 @@ void BL_ConvertActuators(char* maggiename,
drotvec.getValue(),
linvelvec.getValue(),
angvelvec.getValue(),
+ damping,
bitLocalFlag
);
baseact = tmpbaseact;