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-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst23
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py6
-rw-r--r--source/blender/editors/object/object_edit.c4
-rw-r--r--source/blender/makesdna/DNA_object_types.h2
-rw-r--r--source/blender/makesrna/intern/rna_object.c11
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp4
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp50
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h4
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.cpp11
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsController.h21
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp2
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsController.h5
-rw-r--r--source/gameengine/Physics/common/PHY_Pro.h2
13 files changed, 143 insertions, 2 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
index 672df3728a9..a24aa546cb9 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
@@ -139,6 +139,29 @@ base class --- :class:`SCA_IObject`
A value of 0.0 disables this option (rather then setting it stationary).
+ .. attribute:: angularVelocityMin
+
+ Enforces the object keeps rotating at a minimum velocity. A value of 0.0 disables this.
+
+ :type: non-negative float
+
+ .. note::
+
+ Applies to dynamic and rigid body objects only.
+ While objects are stationary the minimum velocity will not be applied.
+
+
+ .. attribute:: angularVelocityMax
+
+ Clamp the maximum angular velocity to prevent objects rotating beyond a set speed.
+ A value of 0.0 disables clamping; it does not stop rotation.
+
+ :type: non-negative float
+
+ .. note::
+
+ Applies to dynamic and rigid body objects only.
+
.. attribute:: localInertia
the object's inertia vector in local coordinates. Read only.
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index ceeb45ac485..fa57bf2115f 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -89,10 +89,14 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
split = layout.split()
col = split.column()
- col.label(text="Velocity:")
+ col.label(text="Linear velocity:")
sub = col.column(align=True)
sub.prop(game, "velocity_min", text="Minimum")
sub.prop(game, "velocity_max", text="Maximum")
+ col.label(text="Angular velocity:")
+ sub = col.column(align=True)
+ sub.prop(game, "angular_velocity_min", text="Minimum")
+ sub.prop(game, "angular_velocity_max", text="Maximum")
col = split.column()
col.label(text="Damping:")
diff --git a/source/blender/editors/object/object_edit.c b/source/blender/editors/object/object_edit.c
index 2681a1f8de0..3499a3cc364 100644
--- a/source/blender/editors/object/object_edit.c
+++ b/source/blender/editors/object/object_edit.c
@@ -905,6 +905,8 @@ static void copy_attr(Main *bmain, Scene *scene, View3D *v3d, short event)
base->object->rdamping = ob->rdamping;
base->object->min_vel = ob->min_vel;
base->object->max_vel = ob->max_vel;
+ base->object->min_angvel = ob->min_angvel;
+ base->object->max_angvel = ob->max_angvel;
if (ob->gameflag & OB_BOUNDS) {
base->object->collision_boundtype = ob->collision_boundtype;
}
@@ -2044,6 +2046,8 @@ static int game_physics_copy_exec(bContext *C, wmOperator *UNUSED(op))
ob_iter->rdamping = ob->rdamping;
ob_iter->min_vel = ob->min_vel;
ob_iter->max_vel = ob->max_vel;
+ ob_iter->min_angvel = ob->min_angvel;
+ ob_iter->max_angvel = ob->max_angvel;
ob_iter->obstacleRad = ob->obstacleRad;
ob_iter->mass = ob->mass;
copy_v3_v3(ob_iter->anisotropicFriction, ob->anisotropicFriction);
diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h
index 978a97f4b49..2daba6a3f0d 100644
--- a/source/blender/makesdna/DNA_object_types.h
+++ b/source/blender/makesdna/DNA_object_types.h
@@ -214,6 +214,8 @@ typedef struct Object {
float margin;
float max_vel; /* clamp the maximum velocity 0.0 is disabled */
float min_vel; /* clamp the minimum velocity 0.0 is disabled */
+ float max_angvel; /* clamp the maximum angular velocity, 0.0 is disabled */
+ float min_angvel; /* clamp the minimum angular velocity, 0.0 is disabled */
float obstacleRad;
/* "Character" physics properties */
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 3113b702dad..f433c2c36a8 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -1737,6 +1737,17 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0, 1000.0);
RNA_def_property_ui_text(prop, "Velocity Max", "Clamp velocity to this maximum speed");
+ prop = RNA_def_property(srna, "angular_velocity_min", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_sdna(prop, NULL, "min_angvel");
+ RNA_def_property_range(prop, 0.0, 1000.0);
+ RNA_def_property_ui_text(prop, "Angular Velocity Min",
+ "Clamp angular velocity to this minimum speed (except when totally still)");
+
+ prop = RNA_def_property(srna, "angular_velocity_max", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_sdna(prop, NULL, "max_angvel");
+ RNA_def_property_range(prop, 0.0, 1000.0);
+ RNA_def_property_ui_text(prop, "Angular Velocity Max", "Clamp angular velocity to this maximum speed");
+
/* Character physics */
prop = RNA_def_property(srna, "step_height", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "step_height");
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 3da0863508b..4899eafd84c 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1200,7 +1200,9 @@ static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blendero
// velocity clamping XXX
shapeProps->m_clamp_vel_min = blenderobject->min_vel;
shapeProps->m_clamp_vel_max = blenderobject->max_vel;
-
+ shapeProps->m_clamp_angvel_min = blenderobject->min_angvel;
+ shapeProps->m_clamp_angvel_max = blenderobject->max_angvel;
+
// Character physics properties
shapeProps->m_step_height = blenderobject->step_height;
shapeProps->m_jump_speed = blenderobject->jump_speed;
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 34d50e24741..5701d0e54a0 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1965,6 +1965,8 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("isSuspendDynamics", KX_GameObject, pyattr_get_is_suspend_dynamics),
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMin", KX_GameObject, pyattr_get_lin_vel_min, pyattr_set_lin_vel_min),
KX_PYATTRIBUTE_RW_FUNCTION("linVelocityMax", KX_GameObject, pyattr_get_lin_vel_max, pyattr_set_lin_vel_max),
+ KX_PYATTRIBUTE_RW_FUNCTION("angularVelocityMin", KX_GameObject, pyattr_get_ang_vel_min, pyattr_set_ang_vel_min),
+ KX_PYATTRIBUTE_RW_FUNCTION("angularVelocityMax", KX_GameObject, pyattr_get_ang_vel_max, pyattr_set_ang_vel_max),
KX_PYATTRIBUTE_RW_FUNCTION("visible", KX_GameObject, pyattr_get_visible, pyattr_set_visible),
KX_PYATTRIBUTE_RW_FUNCTION("record_animation", KX_GameObject, pyattr_get_record_animation, pyattr_set_record_animation),
KX_PYATTRIBUTE_BOOL_RW ("occlusion", KX_GameObject, m_bOccluder),
@@ -2487,6 +2489,54 @@ int KX_GameObject::pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF
return PY_SET_ATTR_SUCCESS;
}
+PyObject *KX_GameObject::pyattr_get_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ return PyFloat_FromDouble(spc ? spc->GetAngularVelocityMin() : 0.0f);
+}
+
+int KX_GameObject::pyattr_set_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ MT_Scalar val = PyFloat_AsDouble(value);
+ if (val < 0.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError,
+ "gameOb.angularVelocityMin = float: KX_GameObject, expected a nonnegative float");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (spc)
+ spc->SetAngularVelocityMin(val);
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
+PyObject *KX_GameObject::pyattr_get_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ return PyFloat_FromDouble(spc ? spc->GetAngularVelocityMax() : 0.0f);
+}
+
+int KX_GameObject::pyattr_set_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value)
+{
+ KX_GameObject *self = static_cast<KX_GameObject*>(self_v);
+ PHY_IPhysicsController *spc = self->GetPhysicsController();
+ MT_Scalar val = PyFloat_AsDouble(value);
+ if (val < 0.0f) { /* also accounts for non float */
+ PyErr_SetString(PyExc_AttributeError,
+ "gameOb.angularVelocityMax = float: KX_GameObject, expected a nonnegative float");
+ return PY_SET_ATTR_FAIL;
+ }
+
+ if (spc)
+ spc->SetAngularVelocityMax(val);
+
+ return PY_SET_ATTR_SUCCESS;
+}
+
PyObject *KX_GameObject::pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 9c081b449ec..670fcd6fb6e 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -1054,6 +1054,10 @@ public:
static int pyattr_set_lin_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_lin_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_ang_vel_min(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
+ static PyObject* pyattr_get_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
+ static int pyattr_set_ang_vel_max(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_visible(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
static PyObject* pyattr_get_record_animation(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
index 4306d6d0cd7..692704b5080 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
@@ -713,6 +713,17 @@ void CcdPhysicsController::SimulationTick(float timestep)
else if (m_cci.m_clamp_vel_min > 0.0f && !btFuzzyZero(len) && len < m_cci.m_clamp_vel_min)
body->setLinearVelocity(linvel * (m_cci.m_clamp_vel_min / len));
}
+
+ // Clamp angular velocity
+ if (m_cci.m_clamp_angvel_max > 0.0f || m_cci.m_clamp_angvel_min > 0.0f) {
+ const btVector3 &angvel = body->getAngularVelocity();
+ btScalar len = angvel.length();
+
+ if (m_cci.m_clamp_angvel_max > 0.0f && len > m_cci.m_clamp_angvel_max)
+ body->setAngularVelocity(angvel * (m_cci.m_clamp_angvel_max / len));
+ else if (m_cci.m_clamp_angvel_min > 0.0f && !btFuzzyZero(len) && len < m_cci.m_clamp_angvel_min)
+ body->setAngularVelocity(angvel * (m_cci.m_clamp_angvel_min / len));
+ }
}
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
index 2a15b6136e4..c49ae8d20e1 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h
@@ -236,6 +236,8 @@ struct CcdConstructionInfo
m_mass(0.f),
m_clamp_vel_min(-1.f),
m_clamp_vel_max(-1.f),
+ m_clamp_angvel_min(0.0f),
+ m_clamp_angvel_max(0.0f),
m_restitution(0.1f),
m_friction(0.5f),
m_linearDamping(0.1f),
@@ -302,6 +304,8 @@ struct CcdConstructionInfo
btScalar m_mass;
btScalar m_clamp_vel_min;
btScalar m_clamp_vel_max;
+ btScalar m_clamp_angvel_min; // Minimum angular velocity, in radians/sec.
+ btScalar m_clamp_angvel_max; // Maximum angular velocity, in radians/sec.
btScalar m_restitution;
btScalar m_friction;
btScalar m_linearDamping;
@@ -708,6 +712,23 @@ protected:
return m_cci.m_clamp_vel_max;
}
+ virtual void SetAngularVelocityMin(float val)
+ {
+ m_cci.m_clamp_angvel_min = val;
+ }
+ virtual float GetAngularVelocityMin() const
+ {
+ return m_cci.m_clamp_angvel_min;
+ }
+ virtual void SetAngularVelocityMax(float val)
+ {
+ m_cci.m_clamp_angvel_max = val;
+ }
+ virtual float GetAngularVelocityMax() const
+ {
+ return m_cci.m_clamp_angvel_max;
+ }
+
bool WantsSleeping();
void UpdateDeactivation(float timeStep);
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 14a19fdfb41..82451e6a3ed 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -3111,6 +3111,8 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
ci.m_mass = isbulletdyna ? shapeprops->m_mass : 0.f;
ci.m_clamp_vel_min = shapeprops->m_clamp_vel_min;
ci.m_clamp_vel_max = shapeprops->m_clamp_vel_max;
+ ci.m_clamp_angvel_min = shapeprops->m_clamp_angvel_min;
+ ci.m_clamp_angvel_max = shapeprops->m_clamp_angvel_max;
ci.m_stepHeight = isbulletchar ? shapeprops->m_step_height : 0.f;
ci.m_jumpSpeed = isbulletchar ? shapeprops->m_jump_speed : 0.f;
ci.m_fallSpeed = isbulletchar ? shapeprops->m_fall_speed : 0.f;
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
index 3e2337f01ea..62b163536dd 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsController.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h
@@ -125,6 +125,11 @@ class PHY_IPhysicsController : public PHY_IController
virtual float GetLinVelocityMax() const=0;
virtual void SetLinVelocityMax(float val) = 0;
+ virtual void SetAngularVelocityMin(float val) = 0;
+ virtual float GetAngularVelocityMin() const = 0;
+ virtual void SetAngularVelocityMax(float val) = 0;
+ virtual float GetAngularVelocityMax() const = 0;
+
MT_Vector3 GetWorldPosition(MT_Vector3& localpos);
// Shape control
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h
index 7c5d9c9638e..c9b91b06a3c 100644
--- a/source/gameengine/Physics/common/PHY_Pro.h
+++ b/source/gameengine/Physics/common/PHY_Pro.h
@@ -43,6 +43,8 @@ struct PHY_ShapeProps {
MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
MT_Scalar m_clamp_vel_max; // Clamp max velocity
+ MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity.
+ MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity.
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?