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
This commit is contained in:
Sybren A. Stüvel 2015-10-09 12:12:13 +02:00
parent 7bb16a5ccf
commit 3dbc123061

@ -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;