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
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@ -276,8 +276,16 @@ bool KX_ObjectActuator::Update()
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{
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parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
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}
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if (!m_bitLocalFlag.ZeroLinearVelocity)
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{
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if (m_bitLocalFlag.ZeroLinearVelocity) {
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if (!m_bitLocalFlag.AddOrSetLinV) {
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/* No need to select local or world, as the velocity is zero anyway,
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* and setLinearVelocity() converts local to world first. We do need to
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* pass a true zero vector, as m_linear_velocity is only fuzzily zero. */
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parent->setLinearVelocity(MT_Vector3(0, 0, 0), false);
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}
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}
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else {
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if (m_bitLocalFlag.AddOrSetLinV) {
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parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 0);
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} else {
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@ -302,8 +310,13 @@ bool KX_ObjectActuator::Update()
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}
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}
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}
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if (!m_bitLocalFlag.ZeroAngularVelocity)
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{
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if (m_bitLocalFlag.ZeroAngularVelocity) {
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/* No need to select local or world, as the velocity is zero anyway,
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* and setAngularVelocity() converts local to world first. We do need to
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* pass a true zero vector, as m_angular_velocity is only fuzzily zero. */
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parent->setAngularVelocity(MT_Vector3(0, 0, 0), false);
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}
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else {
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m_active_combined_velocity = true;
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if (m_damping > 0) {
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MT_Vector3 angV;
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