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authorCampbell Barton <ideasman42@gmail.com>2011-09-13 14:05:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-13 14:05:30 +0400
commit7d02e66256ea2866b121bd958f83d55866381412 (patch)
treedf5c675d1351aab20bd4f10e51effaae7a19b39e /source/blender/makesrna/intern/rna_object.c
parent92089e3c4d89c2689dbd4452fb21cbbd9a0ecc71 (diff)
parentee32d36a599ccda9c3d5543cb631bb07da06958b (diff)
svn merge -r40000:40179 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Diffstat (limited to 'source/blender/makesrna/intern/rna_object.c')
-rw-r--r--source/blender/makesrna/intern/rna_object.c30
1 files changed, 23 insertions, 7 deletions
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index 829c5aaa78e..7d037264609 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -868,6 +868,8 @@ static int rna_GameObjectSettings_physics_type_get(PointerRNA *ptr)
if (!(ob->gameflag & OB_COLLISION)) {
if (ob->gameflag & OB_OCCLUDER) {
ob->body_type = OB_BODY_TYPE_OCCLUDER;
+ } else if (ob->gameflag & OB_NAVMESH){
+ ob->body_type = OB_BODY_TYPE_NAVMESH;
} else {
ob->body_type = OB_BODY_TYPE_NO_COLLISION;
}
@@ -897,31 +899,35 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
switch (ob->body_type) {
case OB_BODY_TYPE_SENSOR:
ob->gameflag |= OB_SENSOR|OB_COLLISION|OB_GHOST;
- ob->gameflag &= ~(OB_OCCLUDER|OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_ACTOR|OB_ANISOTROPIC_FRICTION|OB_DO_FH|OB_ROT_FH|OB_COLLISION_RESPONSE);
+ ob->gameflag &= ~(OB_OCCLUDER|OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_ACTOR|OB_ANISOTROPIC_FRICTION|OB_DO_FH|OB_ROT_FH|OB_COLLISION_RESPONSE|OB_NAVMESH);
break;
case OB_BODY_TYPE_OCCLUDER:
ob->gameflag |= OB_OCCLUDER;
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC);
+ ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_NAVMESH);
+ break;
+ case OB_BODY_TYPE_NAVMESH:
+ ob->gameflag |= OB_NAVMESH;
+ ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_DYNAMIC|OB_OCCLUDER);
break;
case OB_BODY_TYPE_NO_COLLISION:
- ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC);
+ ob->gameflag &= ~(OB_SENSOR|OB_COLLISION|OB_OCCLUDER|OB_DYNAMIC|OB_NAVMESH);
break;
case OB_BODY_TYPE_STATIC:
ob->gameflag |= OB_COLLISION;
- ob->gameflag &= ~(OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR);
+ ob->gameflag &= ~(OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR|OB_NAVMESH);
break;
case OB_BODY_TYPE_DYNAMIC:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_ACTOR;
- ob->gameflag &= ~(OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR);
+ ob->gameflag &= ~(OB_RIGID_BODY|OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR|OB_NAVMESH);
break;
case OB_BODY_TYPE_RIGID:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_RIGID_BODY|OB_ACTOR;
- ob->gameflag &= ~(OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR);
+ ob->gameflag &= ~(OB_SOFT_BODY|OB_OCCLUDER|OB_SENSOR|OB_NAVMESH);
break;
default:
case OB_BODY_TYPE_SOFT:
ob->gameflag |= OB_COLLISION|OB_DYNAMIC|OB_SOFT_BODY|OB_ACTOR;
- ob->gameflag &= ~(OB_RIGID_BODY|OB_OCCLUDER|OB_SENSOR);
+ ob->gameflag &= ~(OB_RIGID_BODY|OB_OCCLUDER|OB_SENSOR|OB_NAVMESH);
/* assume triangle mesh, if no bounds chosen for soft body */
if ((ob->gameflag & OB_BOUNDS) && (ob->boundtype<OB_BOUND_POLYH))
@@ -1358,6 +1364,7 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
{OB_BODY_TYPE_SOFT, "SOFT_BODY", 0, "Soft Body", "Soft body"},
{OB_BODY_TYPE_OCCLUDER, "OCCLUDE", 0, "Occlude", "Occluder for optimizing scene rendering"},
{OB_BODY_TYPE_SENSOR, "SENSOR", 0, "Sensor", "Collision Sensor, detects static and dynamic objects but not the other collision sensor objects"},
+ {OB_BODY_TYPE_NAVMESH, "NAVMESH", 0, "Navigation Mesh", "Navigation mesh"},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "GameObjectSettings", NULL);
@@ -1527,6 +1534,15 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_pointer_sdna(prop, NULL, "bsoft");
RNA_def_property_ui_text(prop, "Soft Body Settings", "Settings for Bullet soft body simulation");
+ prop= RNA_def_property(srna, "create_obstacle", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_HASOBSTACLE);
+ RNA_def_property_ui_text(prop, "Create obstacle", "Create representation for obstacle simulation");
+
+ prop= RNA_def_property(srna, "obstacle_radius", PROP_FLOAT, PROP_NONE|PROP_UNIT_LENGTH);
+ RNA_def_property_float_sdna(prop, NULL, "obstacleRad");
+ RNA_def_property_range(prop, 0.0, 1000.0);
+ RNA_def_property_ui_text(prop, "Obstacle Radius", "Radius of object representation in obstacle simulation");
+
/* state */
prop= RNA_def_property(srna, "states_visible", PROP_BOOLEAN, PROP_LAYER_MEMBER);