diff options
Diffstat (limited to 'source/blender/src/buttons_logic.c')
-rw-r--r-- | source/blender/src/buttons_logic.c | 95 |
1 files changed, 62 insertions, 33 deletions
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"); } |