BGE Physics

Clamp objects min/max velocity.
Accessed with bullet physics from the advanced button with dynamic and rigid body objects.
- useful for preventing unstable physics in cases where objects move too fast.
- can add linear velocity with the motion actuator to give smooth motion transitions, without moving too fast.
- minimum velocity means objects don't stop moving.
- python scripts can adjust these values speedup or throttle velocity in the existing direction.

Also made copy properties from an object with no properties work (in case you want to clear all props)
This commit is contained in:
Campbell Barton
2009-04-14 12:34:39 +00:00
parent 1bc31fc7f9
commit 3511f8ef9f
15 changed files with 176 additions and 20 deletions

View File

@@ -214,6 +214,8 @@ struct CcdConstructionInfo
m_gravity(0,0,0),
m_scaling(1.f,1.f,1.f),
m_mass(0.f),
m_clamp_vel_min(-1.f),
m_clamp_vel_max(-1.f),
m_restitution(0.1f),
m_friction(0.5f),
m_linearDamping(0.1f),
@@ -239,6 +241,8 @@ struct CcdConstructionInfo
btVector3 m_gravity;
btVector3 m_scaling;
btScalar m_mass;
btScalar m_clamp_vel_min;
btScalar m_clamp_vel_max;
btScalar m_restitution;
btScalar m_friction;
btScalar m_linearDamping;
@@ -479,7 +483,24 @@ class CcdPhysicsController : public PHY_IPhysicsController
}
m_cci.m_radius = margin;
}
// velocity clamping
virtual void SetLinVelocityMin(float val)
{
m_cci.m_clamp_vel_min= val;
}
virtual float GetLinVelocityMin() const
{
return m_cci.m_clamp_vel_min;
}
virtual void SetLinVelocityMax(float val)
{
m_cci.m_clamp_vel_max= val;
}
virtual float GetLinVelocityMax() const
{
return m_cci.m_clamp_vel_max;
}
bool wantsSleeping();