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-rw-r--r--release/scripts/ui/properties_game.py2
-rw-r--r--release/scripts/ui/properties_material.py21
-rw-r--r--source/blender/editors/space_logic/logic_window.c2
-rw-r--r--source/blender/makesrna/intern/rna_actuator.c8
-rw-r--r--source/blender/makesrna/intern/rna_material.c24
-rw-r--r--source/blender/makesrna/intern/rna_object.c4
6 files changed, 34 insertions, 27 deletions
diff --git a/release/scripts/ui/properties_game.py b/release/scripts/ui/properties_game.py
index 5b7268abe8c..3db16ef0563 100644
--- a/release/scripts/ui/properties_game.py
+++ b/release/scripts/ui/properties_game.py
@@ -56,7 +56,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
col.prop(ob, "hide_render", text="Invisible") # out of place but useful
col = split.column()
- col.prop(game, "use_material_physics")
+ col.prop(game, "use_material_physics_fh")
col.prop(game, "use_rotate_from_normal")
col.prop(game, "use_sleep")
diff --git a/release/scripts/ui/properties_material.py b/release/scripts/ui/properties_material.py
index 2929e9d76ab..aee3aeeaeae 100644
--- a/release/scripts/ui/properties_material.py
+++ b/release/scripts/ui/properties_material.py
@@ -619,16 +619,21 @@ class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
phys = context.material.physics # dont use node material
split = layout.split()
+ row = split.row()
+ row.prop(phys, "friction")
+ row.prop(phys, "elasticity", slider=True)
- col = split.column()
- col.prop(phys, "distance")
- col.prop(phys, "friction")
- col.prop(phys, "use_normal_align")
- col = split.column()
- col.prop(phys, "force", slider=True)
- col.prop(phys, "elasticity", slider=True)
- col.prop(phys, "damping", slider=True)
+ row = layout.row()
+ row.label(text="Force Field:")
+
+ row = layout.row()
+ row.prop(phys, "fh_force")
+ row.prop(phys, "fh_damping", slider=True)
+
+ row = layout.row()
+ row.prop(phys, "fh_distance")
+ row.prop(phys, "use_fh_normal")
class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c
index ebe215d6459..ae4303f91a4 100644
--- a/source/blender/editors/space_logic/logic_window.c
+++ b/source/blender/editors/space_logic/logic_window.c
@@ -3865,7 +3865,7 @@ static void draw_actuator_constraint(uiLayout *layout, PointerRNA *ptr, bContext
row = uiLayoutRow(layout, 0);
uiItemR(row, ptr, "direction_axis", 0, NULL, ICON_NONE);
split = uiLayoutSplit(row, 0.9, 0);
- uiItemR(split, ptr, "spring", 0, NULL, ICON_NONE);
+ uiItemR(split, ptr, "fh_force", 0, NULL, ICON_NONE);
uiItemR(split, ptr, "use_fh_normal", UI_ITEM_R_TOGGLE , NULL, ICON_NONE);
split = uiLayoutSplit(layout, 0.15, 0);
diff --git a/source/blender/makesrna/intern/rna_actuator.c b/source/blender/makesrna/intern/rna_actuator.c
index 3cb693f2033..38c8d6da5cc 100644
--- a/source/blender/makesrna/intern/rna_actuator.c
+++ b/source/blender/makesrna/intern/rna_actuator.c
@@ -1232,19 +1232,19 @@ static void rna_def_constraint_actuator(BlenderRNA *brna)
prop= RNA_def_property(srna, "fh_height", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_ConstraintActuator_fhheight_get", "rna_ConstraintActuator_fhheight_set", NULL);
RNA_def_property_ui_range(prop, 0.01, 2000.0, 10, 2);
- RNA_def_property_ui_text(prop, "Distance", "Height of the Fh area");
+ RNA_def_property_ui_text(prop, "Distance", "Height of the force field area");
RNA_def_property_update(prop, NC_LOGIC, NULL);
- prop= RNA_def_property(srna, "spring", PROP_FLOAT, PROP_PERCENTAGE);
+ prop= RNA_def_property(srna, "fh_force", PROP_FLOAT, PROP_PERCENTAGE);
RNA_def_property_float_funcs(prop, "rna_ConstraintActuator_spring_get", "rna_ConstraintActuator_spring_set", NULL);
RNA_def_property_ui_range(prop, 0.0, 1.0, 10, 2);
- RNA_def_property_ui_text(prop, "Fh", "Spring force within the Fh area");
+ RNA_def_property_ui_text(prop, "Force", "Spring force within the force field area");
RNA_def_property_update(prop, NC_LOGIC, NULL);
prop= RNA_def_property(srna, "fh_damping", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "maxrot[0]");
RNA_def_property_ui_range(prop, 0.0, 1.0, 10, 2);
- RNA_def_property_ui_text(prop, "Damping", "Damping factor of the Fh spring force");
+ RNA_def_property_ui_text(prop, "Damping", "Damping factor of the force field spring");
RNA_def_property_update(prop, NC_LOGIC, NULL);
/* booleans */
diff --git a/source/blender/makesrna/intern/rna_material.c b/source/blender/makesrna/intern/rna_material.c
index cce0ac34112..ce568c2af63 100644
--- a/source/blender/makesrna/intern/rna_material.c
+++ b/source/blender/makesrna/intern/rna_material.c
@@ -1525,31 +1525,33 @@ static void rna_def_material_physics(BlenderRNA *brna)
RNA_def_struct_nested(brna, srna, "Material");
RNA_def_struct_ui_text(srna, "Material Physics", "Physics settings for a Material datablock");
- prop= RNA_def_property(srna, "use_normal_align", PROP_BOOLEAN, PROP_NONE);
- RNA_def_property_boolean_sdna(prop, NULL, "dynamode", MA_FH_NOR);
- RNA_def_property_ui_text(prop, "Align to Normal", "Align dynamic game objects along the surface normal, when inside the physics distance area");
-
prop= RNA_def_property(srna, "friction", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "friction");
RNA_def_property_range(prop, 0, 100);
RNA_def_property_ui_text(prop, "Friction", "Coulomb friction coefficient, when inside the physics distance area");
- prop= RNA_def_property(srna, "force", PROP_FLOAT, PROP_NONE);
- RNA_def_property_float_sdna(prop, NULL, "fh");
- RNA_def_property_range(prop, 0, 1);
- RNA_def_property_ui_text(prop, "Force", "Upward spring force, when inside the physics distance area");
-
prop= RNA_def_property(srna, "elasticity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "reflect");
RNA_def_property_range(prop, 0, 1);
RNA_def_property_ui_text(prop, "Elasticity", "Elasticity of collisions");
+
+ /* FH/Force Field Settings */
+ prop= RNA_def_property(srna, "use_fh_normal", PROP_BOOLEAN, PROP_NONE);
+ RNA_def_property_boolean_sdna(prop, NULL, "dynamode", MA_FH_NOR);
+ RNA_def_property_ui_text(prop, "Align to Normal", "Align dynamic game objects along the surface normal, when inside the physics distance area");
+
+ prop= RNA_def_property(srna, "fh_force", PROP_FLOAT, PROP_NONE);
+ RNA_def_property_float_sdna(prop, NULL, "fh");
+ RNA_def_property_range(prop, 0, 1);
+ RNA_def_property_ui_range(prop, 0.0, 1.0, 10, 2);
+ RNA_def_property_ui_text(prop, "Force", "Upward spring force, when inside the physics distance area");
- prop= RNA_def_property(srna, "distance", PROP_FLOAT, PROP_NONE);
+ prop= RNA_def_property(srna, "fh_distance", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "fhdist");
RNA_def_property_range(prop, 0, 20);
RNA_def_property_ui_text(prop, "Distance", "Distance of the physics area");
- prop= RNA_def_property(srna, "damping", PROP_FLOAT, PROP_NONE);
+ prop= RNA_def_property(srna, "fh_damping", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "xyfrict");
RNA_def_property_range(prop, 0, 1);
RNA_def_property_ui_text(prop, "Damping", "Damping of the spring force, when inside the physics distance area");
diff --git a/source/blender/makesrna/intern/rna_object.c b/source/blender/makesrna/intern/rna_object.c
index e71c26483a7..431ca8de0ff 100644
--- a/source/blender/makesrna/intern/rna_object.c
+++ b/source/blender/makesrna/intern/rna_object.c
@@ -1435,9 +1435,9 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_ui_text(prop, "Lock Z Rotation Axis", "Disable simulation of angular motion along the Z axis");
- prop= RNA_def_property(srna, "use_material_physics", PROP_BOOLEAN, PROP_NONE);
+ prop= RNA_def_property(srna, "use_material_physics_fh", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_DO_FH);
- RNA_def_property_ui_text(prop, "Use Material Physics", "Use physics settings in materials");
+ RNA_def_property_ui_text(prop, "Use Material Force Field", "React to force field physics settings in materials");
prop= RNA_def_property(srna, "use_rotate_from_normal", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_ROT_FH);