diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2013-01-30 09:55:17 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-01-30 09:55:17 +0400 |
commit | 9191b783bb2bc1a2d4be2b2cd215735e68353a56 (patch) | |
tree | 8440c8b155a69580b358ded134bad49e27bb8eba /source/gameengine/Physics/common | |
parent | 26ee2a1f79c3513ca9eaeb6a3a8d855c37088468 (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/Physics/common')
-rw-r--r-- | source/gameengine/Physics/common/PHY_ICharacter.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Physics/common/PHY_ICharacter.h b/source/gameengine/Physics/common/PHY_ICharacter.h index 63f6c0bd18a..8a599452816 100644 --- a/source/gameengine/Physics/common/PHY_ICharacter.h +++ b/source/gameengine/Physics/common/PHY_ICharacter.h @@ -15,6 +15,7 @@ class PHY_ICharacter { public: + virtual ~PHY_ICharacter(){}; virtual void Jump()= 0; virtual bool OnGround()= 0; @@ -27,6 +28,9 @@ public: virtual int GetJumpCount()= 0; + virtual void SetWalkDirection(PHY__Vector3 dir)=0; + virtual PHY__Vector3 GetWalkDirection()=0; + #ifdef WITH_CXX_GUARDEDALLOC MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_ICharacter") #endif |