blender/source/gameengine/Physics/common/PHY_Pro.h
Benoit Bolsee dfc19a1ff7 BGE patch #28476: Character object physics type
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This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00

67 lines
2.9 KiB
C

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/** \file PHY_Pro.h
* \ingroup phys
*/
#ifndef __PHY_PRO_H__
#define __PHY_PRO_H__
#include <MT_Scalar.h>
// Properties of dynamic objects
struct PHY_ShapeProps {
MT_Scalar m_mass; // Total mass
MT_Scalar m_inertia; // Inertia, should be a tensor some time
MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI
MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI
MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
MT_Scalar m_clamp_vel_max; // Clamp max velocity
bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
MT_Scalar m_step_height; // Max height of climbable steps (Character)
MT_Scalar m_jump_speed; // Velocity of jumps (Character)
MT_Scalar m_fall_speed; // Max velocity of falling (Character)
};
// Properties of collidable objects (non-ghost objects)
struct PHY_MaterialProps {
MT_Scalar m_restitution; // restitution of energie after a collision 0 = inelastic, 1 = elastic
MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
MT_Scalar m_fh_spring; // Spring constant (both linear and angular)
MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
bool m_fh_normal; // Should the object slide off slopes?
};
#endif //__PHY_PRO_H__