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authorCampbell Barton <ideasman42@gmail.com>2008-07-03 05:34:50 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-07-03 05:34:50 +0400
commit31aa43da9736a014579ec05fb68ff2051f5eb69d (patch)
tree0aee9863f0e1ca5d2dfe6661b3d8ba867c4d8714 /source/gameengine/Ketsji/KX_GameObject.h
parent424141f44d1c971455d7d207ad386d1fcd7d854b (diff)
Adding GameObject setLinearVelocity(), without this interacting with objects requires them to have logic bricks to apply force which doesn't work well when the character is in a seperate blend file to the levels. (its also messy to have a script & multiple motion actuators on each object you can pickup and throw).
This is also needed for removing any force that existed before suspending dynamics - In the case of franky hanging, resuming dynamics when he fell would apply the velocity he had when grabbing making dropping to the ground work unpredictably. Also note in pydocs that enable/disable rigidbody physics doesn't work with bullet yet.
Diffstat (limited to 'source/gameengine/Ketsji/KX_GameObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 89f4cb396d1..3a9abd2fc61 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -713,6 +713,7 @@ public:
KX_PYMETHOD(KX_GameObject,GetPosition);
KX_PYMETHOD(KX_GameObject,GetLinearVelocity);
+ KX_PYMETHOD(KX_GameObject,SetLinearVelocity);
KX_PYMETHOD(KX_GameObject,GetVelocity);
KX_PYMETHOD(KX_GameObject,GetMass);
KX_PYMETHOD(KX_GameObject,GetReactionForce);