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-rw-r--r--source/blender/blenkernel/BKE_blender.h2
-rw-r--r--source/blender/blenloader/intern/readfile.c9
-rw-r--r--source/blender/src/buttons_logic.c95
-rw-r--r--source/blender/src/drawobject.c2
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp19
5 files changed, 79 insertions, 48 deletions
diff --git a/source/blender/blenkernel/BKE_blender.h b/source/blender/blenkernel/BKE_blender.h
index 0591937ea4c..5af8fde99c9 100644
--- a/source/blender/blenkernel/BKE_blender.h
+++ b/source/blender/blenkernel/BKE_blender.h
@@ -41,7 +41,7 @@ struct ListBase;
struct MemFile;
#define BLENDER_VERSION 247
-#define BLENDER_SUBVERSION 2
+#define BLENDER_SUBVERSION 3
#define BLENDER_MINVERSION 245
#define BLENDER_MINSUBVERSION 15
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index f3f1a99cdbf..0df965b2cc1 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -7799,6 +7799,15 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
}
}
+ if (main->versionfile < 247 || (main->versionfile == 247 && main->subversionfile < 3)){
+ Object *ob;
+ for(ob = main->object.first; ob; ob= ob->id.next) {
+ // Starting from subversion 3, ACTOR is a separate feature.
+ // Before it was conditioning all the other dynamic flags
+ if (!(ob->gameflag & OB_ACTOR))
+ ob->gameflag &= ~(OB_GHOST|OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION_RESPONSE);
+ }
+ }
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index e16443460a1..45974e5704c 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -2969,6 +2969,45 @@ static void check_body_type(void *arg1_but, void *arg2_object)
}
}
+static uiBlock *advanced_bullet_menu(void *arg_ob)
+{
+ uiBlock *block;
+ Object *ob = arg_ob;
+ short yco = 65, xco = 0;
+
+ block= uiNewBlock(&curarea->uiblocks, "advanced_bullet_options", UI_EMBOSS, UI_HELV, curarea->win);
+ /* use this for a fake extra empy space around the buttons */
+ uiDefBut(block, LABEL, 0, "", -5, -10, 255, 100, NULL, 0, 0, 0, 0, "");
+
+ uiDefButBitI(block, TOG, OB_ACTOR, 0, "Sensor actor",
+ xco, yco, 118, 19, &ob->gameflag, 0, 0, 0, 0,
+ "Objects that are detected by the Near and Radar sensor");
+
+ if (ob->gameflag & OB_DYNAMIC) {
+ uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, 0, "No sleeping",
+ xco+=120, yco, 118, 19, &ob->gameflag, 0, 0, 0, 0,
+ "Disable auto (de)activation");
+ }
+
+ yco -= 25;
+ xco = 0;
+ if (ob->gameflag & OB_DYNAMIC) {
+ if (ob->margin < 0.001f)
+ ob->margin = 0.06f;
+ uiDefButF(block, NUM, 0, "Margin",
+ xco, yco, 118, 19, &ob->margin, 0.001, 1.0, 1, 0,
+ "Collision margin");
+ } else {
+ uiDefButF(block, NUM, 0, "Margin",
+ xco, yco, 118, 19, &ob->margin, 0.0, 1.0, 1, 0,
+ "Collision margin");
+ }
+
+ uiBlockSetDirection(block, UI_TOP);
+
+ return block;
+}
+
void buttons_bullet(uiBlock *block, Object *ob)
{
uiBut *but;
@@ -2976,7 +3015,7 @@ void buttons_bullet(uiBlock *block, Object *ob)
/* determine the body_type setting based on flags */
if (!(ob->gameflag & OB_COLLISION))
ob->body_type = OB_BODY_TYPE_NO_COLLISION;
- else if (!(ob->gameflag & OB_DYNAMIC) || !(ob->gameflag & OB_DYNAMIC))
+ else if (!(ob->gameflag & OB_DYNAMIC))
ob->body_type = OB_BODY_TYPE_STATIC;
else if (!(ob->gameflag & (OB_RIGID_BODY|OB_SOFT_BODY)))
ob->body_type = OB_BODY_TYPE_DYNAMIC;
@@ -2985,61 +3024,51 @@ void buttons_bullet(uiBlock *block, Object *ob)
else
ob->body_type = OB_BODY_TYPE_SOFT;
- uiBlockBeginAlign(block);
but = uiDefButS(block, MENU, REDRAWVIEW3D,
"Object type%t|No collision%x0|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4",
- 10, 205, 150, 19, &ob->body_type, 0, 0, 0, 0, "Selects the type of physical representation of the object");
+ 10, 205, 120, 19, &ob->body_type, 0, 0, 0, 0, "Selects the type of physical representation");
uiButSetFunc(but, check_body_type, but, ob);
if (ob->gameflag & OB_COLLISION) {
- but = uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor",
- 160,205,55,19, &ob->gameflag, 0, 0, 0, 0,
- "Objects that are detected by the Near and Radar sensor");
- uiButSetFunc(but, check_actor, but, &ob->gameflag);
-
- uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 215,205,55,19,
+
+ uiBlockSetCol(block, TH_BUT_SETTING1);
+ uiDefBlockBut(block, advanced_bullet_menu, ob,
+ "Advanced Settings",
+ 200, 205, 150, 20, "Display collision advanced settings");
+ uiBlockSetCol(block, TH_BUT_SETTING2);
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, OB_GHOST, 0, "Ghost", 10, 182, 60, 19,
&ob->gameflag, 0, 0, 0, 0,
"Objects that don't restitute collisions (like a ghost)");
+ if ((ob->gameflag & OB_DYNAMIC) || ((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE))) {
+ uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 70, 182, 140, 19,
+ &ob->inertia, 0.01, 10.0, 10, 2,
+ "Bounding sphere radius, not used for other bounding shapes");
+ }
if(ob->gameflag & OB_DYNAMIC) {
- uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,205,80,19,
- &ob->gameflag, 0, 0, 0, 0,
- "Disable auto (de)activation");
- uiDefButF(block, NUM, B_DIFF, "Mass:", 10, 185, 170, 19,
+ uiDefButF(block, NUM, B_DIFF, "Mass:", 210, 182, 140, 19,
&ob->mass, 0.01, 10000.0, 10, 2,
"The mass of the Object");
- uiDefButF(block, NUM, REDRAWVIEW3D, "Radius:", 180, 185, 170, 19,
- &ob->inertia, 0.01, 10.0, 10, 2,
- "Bounding sphere radius, not used for other bounding shapes");
- uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19,
+ uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 162, 150, 19,
&ob->damping, 0.0, 1.0, 10, 0,
"General movement damping");
- uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19,
+ uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 162, 190, 19,
&ob->rdamping, 0.0, 1.0, 10, 0,
"General rotation damping");
}
uiBlockEndAlign(block);
uiBlockBeginAlign(block);
- if ((ob->gameflag & (OB_ACTOR|OB_DYNAMIC)) == (OB_ACTOR|OB_DYNAMIC)) {
- if (ob->margin < 0.001f)
- ob->margin = 0.06f;
- uiDefButF(block, NUM, B_DIFF, "Margin", 10, 105, 105, 19,
- &ob->margin, 0.001, 1.0, 1, 0,
- "Collision margin");
- } else {
- uiDefButF(block, NUM, B_DIFF, "Margin", 10, 105, 105, 19,
- &ob->margin, 0.0, 1.0, 1, 0,
- "Collision margin");
- }
- uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 115, 105, 55, 19,
- &ob->gameflag, 0, 0,0, 0,
+ uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 105, 80, 19,
+ &ob->gameflag, 0, 0, 0, 0,
"Specify a bounds object for physics");
if (ob->gameflag & OB_BOUNDS) {
uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Static Mesh%x4",
//almost ready to enable this one: uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull Polytope%x5|Static TriangleMesh %x4|Dynamic Mesh %x5|",
- 170, 105, 105, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
- uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 275,105,75,19,
+ 90, 105, 150, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
+ uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 240,105,110,19,
&ob->gameflag, 0, 0, 0, 0,
"Add Children");
}
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index 8a3176e16b2..f5a4ac4556a 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -5187,7 +5187,7 @@ void draw_object(Base *base, int flag)
}
if(dt<OB_SHADED) {
- if((ob->gameflag & OB_ACTOR) && (ob->gameflag & OB_DYNAMIC)) {
+ if(/*(ob->gameflag & OB_ACTOR) &&*/ (ob->gameflag & OB_DYNAMIC)) {
float tmat[4][4], imat[4][4], vec[3];
vec[0]= vec[1]= vec[2]= 0.0;
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;