[Bf-blender-cvs] [83c9109] master: Fix T46902: Revert zeroing velocity in BGE logic brick
Sybren A. Stüvel
noreply at git.blender.org
Mon Jan 25 13:51:23 CET 2016
Commit: 83c9109926677b6b6a75ccb36ae0017733e8c8a2
Author: Sybren A. Stüvel
Date: Mon Jan 25 13:43:28 2016 +0100
Branches: master
https://developer.blender.org/rB83c9109926677b6b6a75ccb36ae0017733e8c8a2
Fix T46902: Revert zeroing velocity in BGE logic brick
This reverts commit 3dbc123061aa063efd1fca358f5e295b0ce7b302, "BGE:
allow setting velocity to zero in a motion actuator" as it caused more
issues than it solved. Zeroing linear or angular velocity with logic
bricks is discussed further in 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 87c2592..4543669 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -276,16 +276,8 @@ bool KX_ObjectActuator::Update()
{
parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
}
-
- 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.ZeroLinearVelocity)
+ {
if (m_bitLocalFlag.AddOrSetLinV) {
parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
} else {
@@ -310,13 +302,8 @@ bool KX_ObjectActuator::Update()
}
}
}
- 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 {
+ if (!m_bitLocalFlag.ZeroAngularVelocity)
+ {
m_active_combined_velocity = true;
if (m_damping > 0) {
MT_Vector3 angV;
More information about the Bf-blender-cvs
mailing list