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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/Ketsji/KX_BulletPhysicsController.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/Ketsji/KX_BulletPhysicsController.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_BulletPhysicsController.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
index aa7c75e9633..70443ced7a9 100644
--- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
+++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp
@@ -102,6 +102,13 @@ MT_Vector3 KX_BulletPhysicsController::GetLinearVelocity()
CcdPhysicsController::GetLinearVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
return MT_Vector3(angVel[0],angVel[1],angVel[2]);
}
+MT_Vector3 KX_BulletPhysicsController::GetAngularVelocity()
+{
+ float angVel[3];
+ //CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);
+ CcdPhysicsController::GetAngularVelocity(angVel[0],angVel[1],angVel[2]);//rcruiz
+ return MT_Vector3(angVel[0],angVel[1],angVel[2]);
+}
MT_Vector3 KX_BulletPhysicsController::GetVelocity(const MT_Point3& pos)
{
float linVel[3];