/* internals */
void buttons_enji(uiBlock *, Object *);
void buttons_ketsji(uiBlock *, Object *);
+void buttons_bullet(uiBlock *, Object *);
/****/
"Motion defined by laws of physics");
if(ob->gameflag & OB_DYNAMIC) {
- uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 180,205,70,19,
+ uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 190,205,80,19,
&ob->gameflag, 0, 0, 0, 0,
"Enable rolling physics");
- uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 250,205,100,19,
+ uiDefButBitI(block, TOG, OB_COLLISION_RESPONSE, B_REDR, "No sleeping", 270,205,80,19,
&ob->gameflag, 0, 0, 0, 0,
"Disable auto (de)activation");
}
}
- //if (!(ob->gameflag & OB_GHOST))
- //Ghost can be any bound type in Bullet
- {
+ if (!(ob->gameflag & OB_GHOST)) {
uiBlockBeginAlign(block);
uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 125, 75, 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 Polytope%x5|Static TriangleMesh %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|",
85, 125, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,125,100,19,
&ob->gameflag, 0, 0, 0, 0,
}
}
+void buttons_bullet(uiBlock *block, Object *ob)
+{
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, OB_ACTOR, B_REDR, "Actor",
+ 10,205,55,19, &ob->gameflag, 0, 0, 0, 0,
+ "Objects that are evaluated by the engine ");
+ if(ob->gameflag & OB_ACTOR) {
+ uiDefButBitI(block, TOG, OB_GHOST, B_REDR, "Ghost", 65,205,55,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Objects that don't restitute collisions (like a ghost)");
+ uiDefButBitI(block, TOG, OB_DYNAMIC, B_REDR, "Dynamic", 120,205,70,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Motion defined by laws of physics");
+
+ if(ob->gameflag & OB_DYNAMIC) {
+ uiDefButBitI(block, TOG, OB_RIGID_BODY, B_REDR, "Rigid Body", 190,205,80,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Enable rolling physics");
+ 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,
+ &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");
+
+ uiDefButF(block, NUMSLI, B_DIFF, "Damp ", 10, 165, 150, 19,
+ &ob->damping, 0.0, 1.0, 10, 0,
+ "General movement damping");
+ uiDefButF(block, NUMSLI, B_DIFF, "RotDamp ", 160, 165, 190, 19,
+ &ob->rdamping, 0.0, 1.0, 10, 0,
+ "General rotation damping");
+ }
+ }
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+ uiDefButBitI(block, TOG, OB_BOUNDS, B_REDR, "Bounds", 10, 125, 75, 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 Polytope%x5|Static TriangleMesh %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|",
+ 85, 125, 160, 19, &ob->boundtype, 0, 0, 0, 0, "Selects the collision type");
+ uiDefButBitI(block, TOG, OB_CHILD, B_REDR, "Compound", 250,125,100,19,
+ &ob->gameflag, 0, 0, 0, 0,
+ "Add Children");
+ }
+ uiBlockEndAlign(block);
+}
+
/* never used, see CVS 1.134 for the code */
/* static FreeCamera *new_freecamera(void) */
uiBlockSetCol(block, TH_BUT_SETTING2);
if(wrld) {
- if
- (wrld->physicsEngine == 1) buttons_enji(block, ob);
- else
+ switch(wrld->physicsEngine) {
+ case WOPHY_ENJI:
+ buttons_enji(block, ob);
+ break;
+ case WOPHY_BULLET:
+ buttons_bullet(block, ob);
+ break;
+ default:
buttons_ketsji(block, ob);
+ break;
+ }
}
else buttons_ketsji(block, ob);
uiBlockSetCol(block, TH_AUTO);
+ uiBlockBeginAlign(block);
uiDefBut(block, BUT, B_ADD_PROP, "Add Property", 10, 90, 340, 24,
NULL, 0.0, 100.0, 100, 0,
"");
a= 0;
prop= ob->prop.first;
-// uiBlockBeginAlign(block);
while(prop) {
- uiBlockBeginAlign(block);
- but= uiDefBut(block, BUT, 1, "Del", 10, (short)(70-20*a), 40, 19, NULL, 0.0, 0.0, 1, (float)a, "");
+ but= uiDefBut(block, BUT, 1, "Del", 10, (short)(70-20*a), 40, 20, NULL, 0.0, 0.0, 1, (float)a, "");
uiButSetFunc(but, del_property, prop, NULL);
- uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(70-20*a), 60, 19, &prop->type, 0, 0, 0, 0, "");
- but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(70-20*a), 105, 19, prop->name, 0, 31, 0, 0, "");
+ uiDefButS(block, MENU, B_CHANGE_PROP, pupstr, 50, (short)(70-20*a), 60, 20, &prop->type, 0, 0, 0, 0, "");
+ but= uiDefBut(block, TEX, 1, "Name:", 110, (short)(70-20*a), 110, 20, prop->name, 0, 31, 0, 0, "");
uiButSetFunc(but, make_unique_prop_names_cb, prop->name, (void*) 1);
if (strcmp(prop->name, "Text") == 0) {
}
if(prop->type==PROP_BOOL) {
- uiDefButBitI(block, TOG, 1, B_REDR, "True", 215, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
- uiDefButBitI(block, TOGN, 1, B_REDR, "False", 270, (short)(70-20*a), 55, 19, &prop->data, 0, 0, 0, 0, "");
+ uiDefButBitI(block, TOG, 1, B_REDR, "True", 220, (short)(70-20*a), 55, 20, &prop->data, 0, 0, 0, 0, "");
+ uiDefButBitI(block, TOGN, 1, B_REDR, "False", 270, (short)(70-20*a), 55, 20, &prop->data, 0, 0, 0, 0, "");
}
else if(prop->type==PROP_INT)
- uiDefButI(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, &prop->data, -10000, 10000, 0, 0, "");
+ uiDefButI(block, NUM, butreturn, "", 220, (short)(70-20*a), 110, 20, &prop->data, -10000, 10000, 0, 0, "");
else if(prop->type==PROP_FLOAT)
- uiDefButF(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 100, 3, "");
+ uiDefButF(block, NUM, butreturn, "", 220, (short)(70-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 100, 3, "");
else if(prop->type==PROP_STRING)
- uiDefBut(block, TEX, butreturn, "", 215, (short)(70-20*a), 110, 19, prop->poin, 0, 127, 0, 0, "");
+ uiDefBut(block, TEX, butreturn, "", 220, (short)(70-20*a), 110, 20, prop->poin, 0, 127, 0, 0, "");
else if(prop->type==PROP_TIME)
- uiDefButF(block, NUM, butreturn, "", 215, (short)(70-20*a), 110, 19, (float*) &prop->data, -10000, 10000, 0, 0, "");
+ uiDefButF(block, NUM, butreturn, "", 220, (short)(70-20*a), 110, 20, (float*) &prop->data, -10000, 10000, 0, 0, "");
- uiDefButBitS(block, TOG, PROP_DEBUG, 0, "D", 325, (short)(70-20*a), 20, 19, &prop->flag, 0, 0, 0, 0, "Print Debug info");
- uiBlockEndAlign(block);
+ uiDefButBitS(block, TOG, PROP_DEBUG, 0, "D", 330, (short)(70-20*a), 20, 20, &prop->flag, 0, 0, 0, 0, "Print Debug info");
a++;
prop= prop->next;
}
-// uiBlockEndAlign(block);
-// Note: something is wrong with alignment... it attempts to align the next buttons now? will check later...
+ uiBlockEndAlign(block);
+
uiClearButLock();
idar= get_selected_and_linked_obs(&count, G.buts->scaflag);