Commit: 83c9109926677b6b6a75ccb36ae0017733e8c8a2
Author: Sybren A. Stüvel
Date:   Mon Jan 25 13:43:28 2016 +0100
Branches: master
https://developer.blender.org/rB83c9109926677b6b6a75ccb36ae0017733e8c8a2

Fix T46902: Revert zeroing velocity in BGE logic brick

This reverts commit 3dbc123061aa063efd1fca358f5e295b0ce7b302, "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

===================================================================

M       source/gameengine/Ketsji/KX_ObjectActuator.cpp

===================================================================

diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp 
b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index 87c2592..4543669 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -276,16 +276,8 @@ bool KX_ObjectActuator::Update()
                        {
                                
parent->ApplyRotation(m_drot,(m_bitLocalFlag.DRot) != 0);
                        }
-
-                       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.ZeroLinearVelocity)
+                       {
                                if (m_bitLocalFlag.AddOrSetLinV) {
                                        
parent->addLinearVelocity(m_linear_velocity,(m_bitLocalFlag.LinearVelocity) != 
0);
                                } else {
@@ -310,13 +302,8 @@ bool KX_ObjectActuator::Update()
                                        }
                                }
                        }
-                       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 {
+                       if (!m_bitLocalFlag.ZeroAngularVelocity)
+                       {
                                m_active_combined_velocity = true;
                                if (m_damping > 0) {
                                        MT_Vector3 angV;

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