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Diffstat (limited to 'source/blender/src/buttons_logic.c')
-rw-r--r--source/blender/src/buttons_logic.c70
1 files changed, 55 insertions, 15 deletions
diff --git a/source/blender/src/buttons_logic.c b/source/blender/src/buttons_logic.c
index 96949756083..a6f4acb8c68 100644
--- a/source/blender/src/buttons_logic.c
+++ b/source/blender/src/buttons_logic.c
@@ -49,6 +49,7 @@
#include "DNA_controller_types.h"
#include "DNA_property_types.h"
#include "DNA_object_types.h"
+#include "DNA_object_force.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
@@ -2926,9 +2927,9 @@ void buttons_ketsji(uiBlock *block, Object *ob)
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 105, 75, 19,
&ob->gameflag, 0, 0,0, 0,
- "Specify a bounds object for physics");
+ "Specify a collision shape bounds type");
if (ob->gameflag & OB_BOUNDS) {
- uiDefButS(block, MENU, REDRAWVIEW3D, "Boundary Display%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Static TriangleMesh %x4",
+ uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Type%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Concave TriangleMesh %x4",
85, 105, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,105,100,19,
&ob->gameflag, 0, 0, 0, 0,
@@ -2979,11 +2980,11 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
{
uiBlock *block;
Object *ob = arg_ob;
- short yco = 65, xco = 0;
+ short yco = 105, 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, "");
+ uiDefBut(block, LABEL, 0, "", -5, -10, 255, 140, NULL, 0, 0, 0, 0, "");
uiDefButBitI(block, TOG, OB_ACTOR, 0, "Sensor actor",
xco, yco, 118, 19, &ob->gameflag, 0, 0, 0, 0,
@@ -3008,6 +3009,33 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
xco, yco, 118, 19, &ob->margin, 0.0, 1.0, 1, 0,
"Collision margin");
}
+ if (ob->gameflag & OB_SOFT_BODY) {
+ if (ob->soft)
+ {
+
+ uiDefButBitI(block, TOG, OB_SB_GOAL, 0, "Shape matching",
+ xco+=120, yco, 118, 19, &ob->softflag, 0, 0, 0, 0,
+ "Enable soft body shape matching goal");
+ yco -= 25;
+ xco = 0;
+ uiDefButF(block, NUMSLI, 0, "LinStiff ", xco, yco, 238, 19,
+ &ob->soft->inspring, 0.0, 1.0, 1, 0,
+ "Linear stiffness of the soft body vertex spring");
+ /*
+ yco -= 25;
+ uiDefButF(block, NUMSLI, 0, "AngStiff ", xco, yco, 238, 19,
+ &ob->angularStiffness, 0.0, 1.0, 1, 0,
+ "Angular stiffness of the soft body vertex spring");
+ yco -= 25;
+ uiDefButF(block, NUMSLI, 0, "Volume ", xco, yco, 238, 19,
+ &ob->volumePreservation, 0.0, 1.0, 1, 0,
+ "Factor of soft body volume preservation");
+ */
+
+ }
+
+ }
+
uiBlockSetDirection(block, UI_TOP);
@@ -3030,10 +3058,21 @@ void buttons_bullet(uiBlock *block, Object *ob)
else
ob->body_type = OB_BODY_TYPE_SOFT;
- but = uiDefButS(block, MENU, REDRAWVIEW3D,
- "Object type%t|No collision%x0|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4",
- 10, 205, 120, 19, &ob->body_type, 0, 0, 0, 0, "Selects the type of physical representation");
- uiButSetFunc(but, check_body_type, but, ob);
+ //only enable game soft body if Blender Soft Body exists
+ if (ob->soft)
+ {
+ but = uiDefButS(block, MENU, REDRAWVIEW3D,
+ "Object type%t|No collision%x0|Static%x1|Dynamic%x2|Rigid body%x3|Soft body%x4",
+ 10, 205, 120, 19, &ob->body_type, 0, 0, 0, 0, "Selects the type of physical representation");
+ uiButSetFunc(but, check_body_type, but, ob);
+ } else
+ {
+ but = uiDefButS(block, MENU, REDRAWVIEW3D,
+ "Object type%t|No collision%x0|Static%x1|Dynamic%x2|Rigid body%x3",
+ 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) {
@@ -3069,9 +3108,9 @@ void buttons_bullet(uiBlock *block, Object *ob)
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 105, 80, 19,
&ob->gameflag, 0, 0, 0, 0,
- "Specify a bounds object for physics");
+ "Specify a collision bounds type");
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",
+ uiDefButS(block, MENU, REDRAWVIEW3D, "Collision Bounds%t|Box%x0|Sphere%x1|Cylinder%x2|Cone%x3|Convex Hull%x5|Triangle 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|",
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,
@@ -3347,24 +3386,25 @@ void logic_buts(void)
/* first show the state */
uiBlockSetEmboss(block, UI_EMBOSSP);
- uiDefBlockBut(block, object_state_mask_menu, ob, "State", (short)(xco-10), (short)(yco-10), 40, 19, "Object state menu: store and retrieve initial state");
+ uiDefBlockBut(block, object_state_mask_menu, ob, "State", (short)(xco-10), (short)(yco-10), 36, 19, "Object state menu: store and retrieve initial state");
uiBlockSetEmboss(block, UI_EMBOSS);
if (!ob->state)
ob->state = 1;
for (offset=0; offset<15; offset+=5) {
uiBlockBeginAlign(block);
for (stbit=0; stbit<5; stbit++) {
- but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset), stbit+offset, "", (short)(xco+35+12*stbit+13*offset), yco, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset)));
+ but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset), stbit+offset, "", (short)(xco+31+12*stbit+13*offset), yco, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset)));
uiButSetFunc(but, check_state_mask, but, &(ob->state));
}
for (stbit=0; stbit<5; stbit++) {
- but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset+15)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset+15), stbit+offset+15, "", (short)(xco+35+12*stbit+13*offset), yco-12, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset+15)));
+ but = uiDefButBitI(block, controller_state_mask&(1<<(stbit+offset+15)) ? BUT_TOGDUAL:TOG, 1<<(stbit+offset+15), stbit+offset+15, "", (short)(xco+31+12*stbit+13*offset), yco-12, 12, 12, (int *)&(ob->state), 0, 0, 0, 0, get_state_name(ob, (short)(stbit+offset+15)));
uiButSetFunc(but, check_state_mask, but, &(ob->state));
}
}
uiBlockBeginAlign(block);
- uiDefButBitS(block, TOG, OB_SETSTBIT, B_SET_STATE_BIT, "All",(short)(xco+235), yco-10, 25, 19, &ob->scaflag, 0, 0, 0, 0, "Set all state bits");
- uiDefButBitS(block, TOG, OB_INITSTBIT, B_INIT_STATE_BIT, "Ini",(short)(xco+260), yco-10, 25, 19, &ob->scaflag, 0, 0, 0, 0, "Set the initial state");
+ uiDefButBitS(block, TOG, OB_SETSTBIT, B_SET_STATE_BIT, "All",(short)(xco+226), yco-10, 22, 19, &ob->scaflag, 0, 0, 0, 0, "Set all state bits");
+ uiDefButBitS(block, TOG, OB_INITSTBIT, B_INIT_STATE_BIT, "Ini",(short)(xco+248), yco-10, 22, 19, &ob->scaflag, 0, 0, 0, 0, "Set the initial state");
+ uiDefButBitS(block, TOG, OB_DEBUGSTATE, 0, "D",(short)(xco+270), yco-10, 15, 19, &ob->scaflag, 0, 0, 0, 0, "Print state debug info");
uiBlockEndAlign(block);
yco-=35;