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authorBenoit Bolsee <benoit.bolsee@online.be>2012-05-29 01:36:29 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2012-05-29 01:36:29 +0400
commitdfc19a1ff7968e547c33ef3304849f69ddf76f4f (patch)
tree62764fb4d5ebf37785a1d34dcda7e01d4392bc18 /source/gameengine/Physics/common
parent4e0492e3bc59a4adca8ea5075a96bc78cd6bb67a (diff)
BGE patch #28476: Character object physics type
=============================================== This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision. "Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used. See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9 for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object. Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
Diffstat (limited to 'source/gameengine/Physics/common')
-rw-r--r--source/gameengine/Physics/common/PHY_Pro.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h
index 110d4731cdc..b930177d3a8 100644
--- a/source/gameengine/Physics/common/PHY_Pro.h
+++ b/source/gameengine/Physics/common/PHY_Pro.h
@@ -46,6 +46,9 @@ struct PHY_ShapeProps {
bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
+ MT_Scalar m_step_height; // Max height of climbable steps (Character)
+ MT_Scalar m_jump_speed; // Velocity of jumps (Character)
+ MT_Scalar m_fall_speed; // Max velocity of falling (Character)
};