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authorJorge Bernal <jbernalmartinez@gmail.com>2014-07-07 19:01:49 +0400
committerMitchell Stokes <mogurijin@gmail.com>2014-07-07 19:06:39 +0400
commit1f43b083a97ee56b8b15692ef19d0e973b6d31ac (patch)
tree358346e602ab4be4ca8b1f650955d23b60c9e742 /source/gameengine/Ketsji/KX_GameObject.cpp
parentef22e972b1ad0bed1a79587b72d50c7da4c6b4e8 (diff)
BGE: Fix for applyImpulse function
This is related to task T29419. Credit also goes to Goran Milovanovic (goran) for proposing an initial fix for this issue. The issue is the current behavior of applyImpulse doesn't match the behavior described in the documentation as instead of a impulse point in world coordinates, it seems to require a coordinate in a local space. Additionally, applyImpulse function isn't consistent with similar functions (applyForce, applyTorque, etc) as it doesn't allow to choose in which space (local or global) the impulse is applied. Now, we have the following function: applyImpulse(point, impulse, local=False) being "point" the point to apply the impulse to (in world or local coordinates). When local is False will have both point and impulse in World space and when local is True will have point and impulse in local space. Reviewers: moguri, dfelinto, brita_ Reviewed By: moguri Differential Revision: https://developer.blender.org/D567
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 44646f17a6e..f61d08e7f71 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -3034,19 +3034,20 @@ PyObject *KX_GameObject::PyApplyImpulse(PyObject *args)
{
PyObject *pyattach;
PyObject *pyimpulse;
+ int local = 0;
if (!m_pPhysicsController) {
PyErr_SetString(PyExc_RuntimeError, "This object has no physics controller");
return NULL;
}
- if (PyArg_ParseTuple(args, "OO:applyImpulse", &pyattach, &pyimpulse))
+ if (PyArg_ParseTuple(args, "OO|i:applyImpulse", &pyattach, &pyimpulse, &local))
{
MT_Point3 attach;
MT_Vector3 impulse;
if (PyVecTo(pyattach, attach) && PyVecTo(pyimpulse, impulse))
{
- m_pPhysicsController->ApplyImpulse(attach, impulse);
+ m_pPhysicsController->ApplyImpulse(attach, impulse, (local!=0));
Py_RETURN_NONE;
}