[Bf-blender-cvs] [3dbc123] master: BGE: allow setting velocity to zero in a motion actuator.
Sybren A. Stüvel
noreply at git.blender.org
Tue Nov 10 13:39:40 CET 2015
Commit: 3dbc123061aa063efd1fca358f5e295b0ce7b302
Author: Sybren A. Stüvel
Date: Fri Oct 9 12:12:13 2015 +0200
Branches: master
https://developer.blender.org/rB3dbc123061aa063efd1fca358f5e295b0ce7b302
BGE: allow setting velocity to zero in a motion actuator.
The motion actuator goes out of its way to prevent setting zero velocities,
which should actually be supported. This patch just works around it as a
first test. We should investigate whether the flags
`m_bitLocalFlag.ZeroLinearVelocity` and `m_bitLocalFlag.ZeroAngularVelocity`
are actually needed/desired at all.
One of the issues that's already visible with this simple change, is
that objects aren't actually frozen but still move a little bit; see
test with {F241908}.
Reviewers: lordloki, hg1, moguri, panzergame
Reviewed By: lordloki, panzergame
Differential Revision: https://developer.blender.org/D1545
===================================================================
M source/gameengine/Ketsji/KX_ObjectActuator.cpp
===================================================================
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index 12abcb2..762148d 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -276,8 +276,16 @@ bool KX_ObjectActuator::Update()
{
parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
}
- if (!m_bitLocalFlag.ZeroLinearVelocity)
- {
+
+ if (m_bitLocalFlag.ZeroLinearVelocity) {
+ if (!m_bitLocalFlag.AddOrSetLinV) {
+ /* No need to select local or world, as the velocity is zero anyway,
+ * and setLinearVelocity() converts local to world first. We do need to
+ * pass a true zero vector, as m_linear_velocity is only fuzzily zero. */
+ parent->setLinearVelocity(MT_Vector3(0, 0, 0), false);
+ }
+ }
+ else {
if (m_bitLocalFlag.AddOrSetLinV) {
parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
} else {
@@ -302,8 +310,13 @@ bool KX_ObjectActuator::Update()
}
}
}
- if (!m_bitLocalFlag.ZeroAngularVelocity)
- {
+ if (m_bitLocalFlag.ZeroAngularVelocity) {
+ /* No need to select local or world, as the velocity is zero anyway,
+ * and setAngularVelocity() converts local to world first. We do need to
+ * pass a true zero vector, as m_angular_velocity is only fuzzily zero. */
+ parent->setAngularVelocity(MT_Vector3(0, 0, 0), false);
+ }
+ else {
m_active_combined_velocity = true;
if (m_damping > 0) {
MT_Vector3 angV;
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