blender/source/gameengine/Ketsji/KX_IPhysicsController.cpp
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

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/*
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/** \file gameengine/Ketsji/KX_IPhysicsController.cpp
* \ingroup ketsji
*/
#include "KX_IPhysicsController.h"
#include "PHY_DynamicTypes.h"
KX_IPhysicsController::KX_IPhysicsController(bool dyna, bool sensor, bool character, bool compound, void* userdata)
: m_bDyna(dyna),
m_bSensor(sensor),
m_bCharacter(character),
m_bCompound(compound),
m_suspendDynamics(false),
m_userdata(userdata)
{
}
KX_IPhysicsController::~KX_IPhysicsController()
{
}