diff options
author | Campbell Barton <ideasman42@gmail.com> | 2009-04-14 16:34:39 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2009-04-14 16:34:39 +0400 |
commit | 3511f8ef9fe6a2a6491fbae3a44a407f280a19e0 (patch) | |
tree | 886dfd87cd3b9b05245f8e900f2e98c82ff376a2 /source/gameengine/Ketsji/KX_BulletPhysicsController.cpp | |
parent | 1bc31fc7f901334f0ed20317985b2a84d51714ca (diff) |
BGE Physics
Clamp objects min/max velocity.
Accessed with bullet physics from the advanced button with dynamic and rigid body objects.
- useful for preventing unstable physics in cases where objects move too fast.
- can add linear velocity with the motion actuator to give smooth motion transitions, without moving too fast.
- minimum velocity means objects don't stop moving.
- python scripts can adjust these values speedup or throttle velocity in the existing direction.
Also made copy properties from an object with no properties work (in case you want to clear all props)
Diffstat (limited to 'source/gameengine/Ketsji/KX_BulletPhysicsController.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_BulletPhysicsController.cpp | 27 |
1 files changed, 22 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp index c621f11994a..831f9241fec 100644 --- a/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp +++ b/source/gameengine/Ketsji/KX_BulletPhysicsController.cpp @@ -59,6 +59,24 @@ void KX_BulletPhysicsController::applyImpulse(const MT_Point3& attach, const MT_ } +float KX_BulletPhysicsController::GetLinVelocityMin() +{ + return (float)CcdPhysicsController::GetLinVelocityMin(); +} +void KX_BulletPhysicsController::SetLinVelocityMin(float val) +{ + CcdPhysicsController::SetLinVelocityMin(val); +} + +float KX_BulletPhysicsController::GetLinVelocityMax() +{ + return (float)CcdPhysicsController::GetLinVelocityMax(); +} +void KX_BulletPhysicsController::SetLinVelocityMax(float val) +{ + CcdPhysicsController::SetLinVelocityMax(val); +} + void KX_BulletPhysicsController::SetObject (SG_IObject* object) { SG_Controller::SetObject(object); @@ -73,6 +91,10 @@ void KX_BulletPhysicsController::SetObject (SG_IObject* object) } +MT_Scalar KX_BulletPhysicsController::GetRadius() +{ + return MT_Scalar(CcdPhysicsController::GetRadius()); +} void KX_BulletPhysicsController::setMargin (float collisionMargin) { @@ -176,11 +198,6 @@ MT_Vector3 KX_BulletPhysicsController::GetLocalInertia() return inertia; } -MT_Scalar KX_BulletPhysicsController::GetRadius() -{ - return MT_Scalar(CcdPhysicsController::GetRadius()); -} - MT_Vector3 KX_BulletPhysicsController::getReactionForce() { assert(0); |