diff options
author | Thomas Szepe <HG1_public@gmx.net> | 2015-10-11 19:28:43 +0300 |
---|---|---|
committer | Thomas Szepe <HG1_public@gmx.net> | 2015-10-11 19:28:43 +0300 |
commit | 3dd83b533a032fe4e5e39a275e7f2fcff2beaf15 (patch) | |
tree | 279d9ffbd0b8ab0a1c2d723621b119c229fff66b | |
parent | 88005475db5a774edfc3c408b553b04379dbd147 (diff) |
BGE: Adding a Max Jumps value to the character physic window
Actually we only have a Python API that allows to change the max jumps value.
The patch also allows non programmers to change the maximum numbers of jumps.
Reviewers: panzergame, sybren, campbellbarton, lordloki, moguri, agoose77
Reviewed By: lordloki, moguri
Projects: #game_engine
Differential Revision: https://developer.blender.org/D1302
10 files changed, 21 insertions, 4 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py index 56cd4d0f491..9673d8c5ace 100644 --- a/release/scripts/startup/bl_ui/properties_game.py +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -55,6 +55,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel): layout.prop(game, "step_height", slider=True) layout.prop(game, "jump_speed") layout.prop(game, "fall_speed") + layout.prop(game, "max_jumps") elif physics_type in {'DYNAMIC', 'RIGID_BODY'}: split = layout.split() diff --git a/source/blender/blenkernel/intern/object.c b/source/blender/blenkernel/intern/object.c index ed841770204..e5f826f670d 100644 --- a/source/blender/blenkernel/intern/object.c +++ b/source/blender/blenkernel/intern/object.c @@ -1041,6 +1041,7 @@ Object *BKE_object_add_only_object(Main *bmain, int type, const char *name) ob->step_height = 0.15f; ob->jump_speed = 10.0f; ob->fall_speed = 55.0f; + ob->max_jumps = 1; ob->col_group = 0x01; ob->col_mask = 0xffff; ob->preview = NULL; diff --git a/source/blender/makesdna/DNA_object_types.h b/source/blender/makesdna/DNA_object_types.h index faae78ab500..cb39655ddc9 100644 --- a/source/blender/makesdna/DNA_object_types.h +++ b/source/blender/makesdna/DNA_object_types.h @@ -189,7 +189,7 @@ typedef struct Object { /* did last modifier stack generation need mapping support? */ char lastNeedMapping; /* bool */ - char pad[5]; + char pad; /* dupli-frame settings */ int dupon, dupoff, dupsta, dupend; @@ -222,6 +222,8 @@ typedef struct Object { float step_height; float jump_speed; float fall_speed; + unsigned char max_jumps; + char pad2[3]; /** Collision mask settings */ unsigned short col_group, col_mask; diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c index e2d3db2335e..99af8c0a9ac 100644 --- a/source/blender/makesrna/intern/rna_object.c +++ b/source/blender/makesrna/intern/rna_object.c @@ -1771,6 +1771,14 @@ static void rna_def_object_game_settings(BlenderRNA *brna) RNA_def_property_float_default(prop, 55.0f); RNA_def_property_ui_text(prop, "Fall Speed Max", "Maximum speed at which the character will fall"); + prop = RNA_def_property(srna, "max_jumps", PROP_INT, PROP_NONE); + RNA_def_property_int_sdna(prop, NULL, "max_jumps"); + RNA_def_property_range(prop, 1, CHAR_MAX); + RNA_def_property_ui_range(prop, 1, 10, 1, 1); + RNA_def_property_int_default(prop, 1); + RNA_def_property_ui_text(prop, "Max Jumps", + "The maximum number of jumps the character can make before it hits the ground."); + /* Collision Masks */ prop = RNA_def_property(srna, "collision_group", PROP_BOOLEAN, PROP_LAYER_MEMBER); RNA_def_property_boolean_sdna(prop, NULL, "col_group", 1); diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index c74fd82a9f6..928005a540d 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1215,7 +1215,8 @@ static PHY_ShapeProps *CreateShapePropsFromBlenderObject(struct Object* blendero shapeProps->m_step_height = blenderobject->step_height; shapeProps->m_jump_speed = blenderobject->jump_speed; shapeProps->m_fall_speed = blenderobject->fall_speed; - + shapeProps->m_max_jumps = blenderobject->max_jumps; + return shapeProps; } diff --git a/source/gameengine/Ketsji/KX_CharacterWrapper.cpp b/source/gameengine/Ketsji/KX_CharacterWrapper.cpp index d777ae7ec80..44f06a9f1eb 100644 --- a/source/gameengine/Ketsji/KX_CharacterWrapper.cpp +++ b/source/gameengine/Ketsji/KX_CharacterWrapper.cpp @@ -119,7 +119,7 @@ int KX_CharacterWrapper::pyattr_set_max_jumps(void *self_v, const KX_PYATTRIBUTE CLAMP(param, 0, 255); - self->m_character->SetMaxJumps((unsigned char)param); + self->m_character->SetMaxJumps(param); return PY_SET_ATTR_SUCCESS; } diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp index 6a1e52c9263..f11d7ac017f 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp @@ -533,6 +533,7 @@ bool CcdPhysicsController::CreateCharacterController() m_characterController->setJumpSpeed(m_cci.m_jumpSpeed); m_characterController->setFallSpeed(m_cci.m_fallSpeed); + m_characterController->setMaxJumps(m_cci.m_maxJumps); return true; } diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsController.h b/source/gameengine/Physics/Bullet/CcdPhysicsController.h index 2ae1ff8f25a..a0b04736bdf 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsController.h +++ b/source/gameengine/Physics/Bullet/CcdPhysicsController.h @@ -316,7 +316,8 @@ struct CcdConstructionInfo float m_stepHeight; float m_jumpSpeed; float m_fallSpeed; - + unsigned char m_maxJumps; + int m_gamesoftFlag; float m_soft_linStiff; /* linear stiffness 0..1 */ float m_soft_angStiff; /* angular stiffness 0..1 */ diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index eec579158cc..1b7267b54a6 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -3162,6 +3162,7 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject ci.m_stepHeight = isbulletchar ? shapeprops->m_step_height : 0.f; ci.m_jumpSpeed = isbulletchar ? shapeprops->m_jump_speed : 0.f; ci.m_fallSpeed = isbulletchar ? shapeprops->m_fall_speed : 0.f; + ci.m_maxJumps = isbulletchar ? shapeprops->m_max_jumps : 0; //mmm, for now, take this for the size of the dynamicobject // Blender uses inertia for radius of dynamic object diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h index c9b91b06a3c..bfe574e73cb 100644 --- a/source/gameengine/Physics/common/PHY_Pro.h +++ b/source/gameengine/Physics/common/PHY_Pro.h @@ -51,6 +51,7 @@ struct PHY_ShapeProps { 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) + unsigned char m_max_jumps; // Max ammount of jumps (Character) }; |