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authorBenoit Bolsee <benoit.bolsee@online.be>2009-01-15 01:33:39 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-01-15 01:33:39 +0300
commit509ca83ef1d10fab4903981714cfab3719280e04 (patch)
tree0b065c5d22bb511a148db43ba260e98195f5c155 /source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
parent00c12e09066c551e3ae8ee6da3cb85fb3bcf90f8 (diff)
BGE patch 18065: gameobj mass writeable + setmass actuator. This patch allows to change the mass of a dynamic or rigid body object during the game. Two methods are available: in a Python script by setting the mass attribute of the game object; by logic brick with the Edit Object->Dynamics->Set Mass actuator. The mass can only be set on dynamic objects and must be a positive floating point value.
Diffstat (limited to 'source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp b/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
index d44ab477749..176ccf1a84a 100644
--- a/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SCA_DynamicActuator.cpp
@@ -133,10 +133,12 @@ KX_PYMETHODDEF_DOC(KX_SCA_DynamicActuator, getOperation,
KX_SCA_DynamicActuator::KX_SCA_DynamicActuator(SCA_IObject *gameobj,
short dyn_operation,
+ float setmass,
PyTypeObject* T) :
SCA_IActuator(gameobj, T),
- m_dyn_operation(dyn_operation)
+ m_dyn_operation(dyn_operation),
+ m_setmass(setmass)
{
} /* End of constructor */
@@ -179,6 +181,9 @@ bool KX_SCA_DynamicActuator::Update()
case 3:
controller->setRigidBody(false);
break;
+ case 4:
+ controller->SetMass(m_setmass);
+ break;
}
return false;