diff options
author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-09-20 00:41:38 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-09-20 00:41:38 +0400 |
commit | a44177a4019536871da8c976fd4bbf38a30fd766 (patch) | |
tree | 6c9a1fbff425ac16eb2ce5e01ba380bd00381ffb /source/gameengine | |
parent | 00ed5a2cc9de18549e7872175a0514b55822815a (diff) |
BGE patch: new 'Advanced Settings' button to keep special Bullet options away from main UI.
Three features that were on the main UI interface are now
moved to the Advanced Settings panel:
Margin, Actor (that becomes Sensor Actor) and No sleeping.
Sensor Actor is now a feature: it can be turned on and off
for all types of objects, and not just static objects.
Select the Sensor Actor button to make the object visible
to Near and Radar sensor.
The button is selected by default for dynamic objects
and unselected by default for static objects, to match
previous behavior.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 19 |
1 files changed, 6 insertions, 13 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 425e07a257c..593833742e7 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1315,19 +1315,12 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, objprop.m_isCompoundChild = isCompoundChild; objprop.m_hasCompoundChildren = (blenderobject->gameflag & OB_CHILD) != 0; objprop.m_margin = blenderobject->margin; - - if ((objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0)) - { - objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0; - objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; - objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0; - objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag - } else { - objprop.m_dyna = false; - objprop.m_angular_rigidbody = false; - objprop.m_ghost = false; - objprop.m_disableSleeping = false; - } + // ACTOR is now a separate feature + objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0; + objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0; + objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; + objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0; + objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag //mmm, for now, taks this for the size of the dynamicobject // Blender uses inertia for radius of dynamic object objprop.m_radius = blenderobject->inertia; |