Fix T46902: Revert zeroing velocity in BGE logic brick
This reverts commit 3dbc123061
, "BGE:
allow setting velocity to zero in a motion actuator" as it caused more
issues than it solved. Zeroing linear or angular velocity with logic
bricks is discussed further in https://developer.blender.org/D1545
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@ -276,16 +276,8 @@ 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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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.ZeroLinearVelocity)
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{
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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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@ -310,13 +302,8 @@ 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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/* 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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if (!m_bitLocalFlag.ZeroAngularVelocity)
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{
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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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