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authorMitchell Stokes <mogurijin@gmail.com>2013-01-30 09:55:17 +0400
committerMitchell Stokes <mogurijin@gmail.com>2013-01-30 09:55:17 +0400
commit9191b783bb2bc1a2d4be2b2cd215735e68353a56 (patch)
tree8440c8b155a69580b358ded134bad49e27bb8eba /source/gameengine/Ketsji/KX_ObjectActuator.h
parent26ee2a1f79c3513ca9eaeb6a3a8d855c37088468 (diff)
BGE: Some various changes to make moving the character physics type easier:
* Undoing the previous applyMovement() changes for characters. This was causing bugs for the Motion Actuator. * Creating a Character Motion type for the Motion Actuator with specific controls for characters. This includes moving, rotating and jumping. * Adding a KX_CharacterWrapper.walkDirection to set the character's direction and speed. Note, this also resolves the following bugs: [#33585] "Setting dLoc of motion actuator [0,0,0] via python won't stop object" reported by Manuel Bellersen (urfoex) [#33503] "Character physics type won´t accept more than one motion anymore" reported by Mr Larodos
Diffstat (limited to 'source/gameengine/Ketsji/KX_ObjectActuator.h')
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.h b/source/gameengine/Ketsji/KX_ObjectActuator.h
index b0efee550af..1f2453e3700 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.h
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.h
@@ -54,7 +54,12 @@ struct KX_LocalFlags {
LinearVelocity(false),
AngularVelocity(false),
AddOrSetLinV(false),
+ AddOrSetCharLoc(false),
+ ServoControl(false),
+ CharacterMotion(false),
+ CharacterJump(false),
ZeroForce(false),
+ ZeroTorque(false),
ZeroDRot(false),
ZeroDLoc(false),
ZeroLinearVelocity(false),
@@ -69,7 +74,10 @@ struct KX_LocalFlags {
bool LinearVelocity;
bool AngularVelocity;
bool AddOrSetLinV;
+ bool AddOrSetCharLoc;
bool ServoControl;
+ bool CharacterMotion;
+ bool CharacterJump;
bool ZeroForce;
bool ZeroTorque;
bool ZeroDRot;