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authorCampbell Barton <ideasman42@gmail.com>2009-04-14 16:34:39 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-14 16:34:39 +0400
commit3511f8ef9fe6a2a6491fbae3a44a407f280a19e0 (patch)
tree886dfd87cd3b9b05245f8e900f2e98c82ff376a2 /source/gameengine/Ketsji/KX_IPhysicsController.h
parent1bc31fc7f901334f0ed20317985b2a84d51714ca (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_IPhysicsController.h')
-rw-r--r--source/gameengine/Ketsji/KX_IPhysicsController.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.h b/source/gameengine/Ketsji/KX_IPhysicsController.h
index b7603203241..10b66da7b76 100644
--- a/source/gameengine/Ketsji/KX_IPhysicsController.h
+++ b/source/gameengine/Ketsji/KX_IPhysicsController.h
@@ -79,6 +79,12 @@ public:
virtual void setScaling(const MT_Vector3& scaling)=0;
virtual MT_Scalar GetMass()=0;
virtual void SetMass(MT_Scalar newmass)=0;
+
+ virtual float GetLinVelocityMin()=0;
+ virtual void SetLinVelocityMin(float newmass)=0;
+ virtual float GetLinVelocityMax()=0;
+ virtual void SetLinVelocityMax(float newmass)=0;
+
virtual MT_Vector3 GetLocalInertia()=0;
virtual MT_Vector3 getReactionForce()=0;
virtual void setRigidBody(bool rigid)=0;