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Diffstat (limited to 'source/gameengine/Ketsji/KX_ObjectActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.cpp40
1 files changed, 20 insertions, 20 deletions
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index 8c1dee7940f..d957fe8f31a 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -57,7 +57,7 @@ KX_ObjectActuator(
const MT_Vector3& angV,
const short damping,
const KX_LocalFlags& flag
-) :
+) :
SCA_IActuator(gameobj, KX_ACT_OBJECT),
m_force(force),
m_torque(torque),
@@ -109,17 +109,17 @@ KX_ObjectActuator::~KX_ObjectActuator()
bool KX_ObjectActuator::Update()
{
-
+
bool bNegativeEvent = IsNegativeEvent();
RemoveAllEvents();
-
- KX_GameObject *parent = static_cast<KX_GameObject *>(GetParent());
+
+ KX_GameObject *parent = static_cast<KX_GameObject *>(GetParent());
PHY_ICharacter *character = parent->GetScene()->GetPhysicsEnvironment()->GetCharacterController(parent);
if (bNegativeEvent) {
// If we previously set the linear velocity we now have to inform
// the physics controller that we no longer wish to apply it and that
- // it should reconcile the externally set velocity with it's
+ // it should reconcile the externally set velocity with it's
// own velocity.
if (m_active_combined_velocity) {
if (parent)
@@ -142,14 +142,14 @@ bool KX_ObjectActuator::Update()
m_error_accumulator.setValue(0.0f,0.0f,0.0f);
m_previous_error.setValue(0.0f,0.0f,0.0f);
m_jumping = false;
- return false;
+ return false;
} else if (parent)
{
- if (m_bitLocalFlag.ServoControl)
+ if (m_bitLocalFlag.ServoControl)
{
// In this mode, we try to reach a target speed using force
- // As we don't know the friction, we must implement a generic
+ // As we don't know the friction, we must implement a generic
// servo control to achieve the speed in a configurable
// v = current velocity
// V = target velocity
@@ -182,7 +182,7 @@ bool KX_ObjectActuator::Update()
m_force = m_pid.x()*e+m_pid.y()*I+m_pid.z()*dv;
// to automatically adapt the PID coefficient to mass;
m_force *= mass;
- if (m_bitLocalFlag.Torque)
+ if (m_bitLocalFlag.Torque)
{
if (m_force[0] > m_dloc[0])
{
@@ -194,7 +194,7 @@ bool KX_ObjectActuator::Update()
I[0] = m_error_accumulator[0];
}
}
- if (m_bitLocalFlag.DLoc)
+ if (m_bitLocalFlag.DLoc)
{
if (m_force[1] > m_dloc[1])
{
@@ -206,7 +206,7 @@ bool KX_ObjectActuator::Update()
I[1] = m_error_accumulator[1];
}
}
- if (m_bitLocalFlag.DRot)
+ if (m_bitLocalFlag.DRot)
{
if (m_force[2] > m_dloc[2])
{
@@ -325,7 +325,7 @@ bool KX_ObjectActuator::Update()
}
}
}
-
+
}
return true;
}
@@ -573,7 +573,7 @@ PyObject *KX_ObjectActuator::pyattr_get_forceLimitX(void *self_v, const KX_PYATT
PyList_SET_ITEM(retVal, 0, PyFloat_FromDouble(self->m_drot[0]));
PyList_SET_ITEM(retVal, 1, PyFloat_FromDouble(self->m_dloc[0]));
PyList_SET_ITEM(retVal, 2, PyBool_FromLong(self->m_bitLocalFlag.Torque));
-
+
return retVal;
}
@@ -609,7 +609,7 @@ PyObject *KX_ObjectActuator::pyattr_get_forceLimitY(void *self_v, const KX_PYATT
PyList_SET_ITEM(retVal, 0, PyFloat_FromDouble(self->m_drot[1]));
PyList_SET_ITEM(retVal, 1, PyFloat_FromDouble(self->m_dloc[1]));
PyList_SET_ITEM(retVal, 2, PyBool_FromLong(self->m_bitLocalFlag.DLoc));
-
+
return retVal;
}
@@ -645,7 +645,7 @@ PyObject *KX_ObjectActuator::pyattr_get_forceLimitZ(void *self_v, const KX_PYATT
PyList_SET_ITEM(retVal, 0, PyFloat_FromDouble(self->m_drot[2]));
PyList_SET_ITEM(retVal, 1, PyFloat_FromDouble(self->m_dloc[2]));
PyList_SET_ITEM(retVal, 2, PyBool_FromLong(self->m_bitLocalFlag.DRot));
-
+
return retVal;
}
@@ -678,7 +678,7 @@ PyObject *KX_ObjectActuator::pyattr_get_reference(void *self, const struct KX_PY
KX_ObjectActuator* actuator = static_cast<KX_ObjectActuator*>(self);
if (!actuator->m_reference)
Py_RETURN_NONE;
-
+
return actuator->m_reference->GetProxy();
}
@@ -686,13 +686,13 @@ int KX_ObjectActuator::pyattr_set_reference(void *self, const struct KX_PYATTRIB
{
KX_ObjectActuator* actuator = static_cast<KX_ObjectActuator*>(self);
KX_GameObject *refOb;
-
+
if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &refOb, true, "actu.reference = value: KX_ObjectActuator"))
return PY_SET_ATTR_FAIL;
-
+
if (actuator->m_reference)
actuator->m_reference->UnregisterActuator(actuator);
-
+
if (refOb==NULL) {
actuator->m_reference= NULL;
}
@@ -700,7 +700,7 @@ int KX_ObjectActuator::pyattr_set_reference(void *self, const struct KX_PYATTRIB
actuator->m_reference = refOb;
actuator->m_reference->RegisterActuator(actuator);
}
-
+
return PY_SET_ATTR_SUCCESS;
}