BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python function.

This commit is contained in:
Benoit Bolsee
2008-09-24 22:58:49 +00:00
parent 48bc5b2ac6
commit 38a80ff9a5
7 changed files with 87 additions and 3 deletions

View File

@@ -964,6 +964,10 @@ Object *add_only_object(int type, char *name)
ob->anisotropicFriction[2] = 1.0f;
ob->gameflag= OB_PROP|OB_COLLISION;
ob->margin = 0.0;
ob->linearStiffness = 1.0f;
ob->angularStiffness = 1.0f;
ob->volumePreservation = 1.0f;
ob->gamesoftFlag = 0;
/* NT fluid sim defaults */
ob->fluidsimFlag = 0;

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@@ -7849,6 +7849,10 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
// 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);
/* suitable default for older files */
ob->linearStiffness = 1.0f;
ob->angularStiffness = 1.0f;
ob->volumePreservation = 1.0f;
}
}

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@@ -156,7 +156,14 @@ typedef struct Object {
float formfactor;
float rdamping, sizefac;
float margin, pad3;
float margin;
/* for game engine soft body */
float linearStiffness;
float angularStiffness;
float volumePreservation;
int gamesoftFlag;
int pad3;
char dt, dtx;
@@ -411,6 +418,9 @@ extern Object workob;
#define OB_RECALC_TIME 4
#define OB_RECALC 7
/* ob->gamesoftFlag */
#define OB_SOFT_SHAPE_MATCHING 1
/* ob->gameflag */
#define OB_DYNAMIC 1
#define OB_CHILD 2

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@@ -2979,11 +2979,11 @@ 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 +3008,25 @@ 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) {
uiDefButBitI(block, TOG, OB_SOFT_SHAPE_MATCHING, 0, "Shape matching",
xco+=120, yco, 118, 19, &ob->gamesoftFlag, 0, 0, 0, 0,
"Enable soft body shape matching");
yco -= 25;
xco = 0;
uiDefButF(block, NUMSLI, 0, "LinStiff ", xco, yco, 238, 19,
&ob->linearStiffness, 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);

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@@ -3529,6 +3529,10 @@ void copy_attr(short event)
base->object->boundtype = ob->boundtype;
}
base->object->margin= ob->margin;
base->object->linearStiffness= ob->linearStiffness;
base->object->angularStiffness= ob->angularStiffness;
base->object->volumePreservation= ob->volumePreservation;
base->object->gamesoftFlag= ob->gamesoftFlag;
}
else if(event==17) { /* tex space */
copy_texture_space(base->object, ob);

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@@ -797,6 +797,36 @@ static PyObject* gPyGetMaterialType(PyObject*)
return PyInt_FromLong(flag);
}
static PyObject* gPyDrawLine(PyObject*, PyObject* args)
{
PyObject* ob_from;
PyObject* ob_to;
PyObject* ob_color;
if (!gp_Rasterizer) {
PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
return NULL;
}
if (!PyArg_ParseTuple(args,"OOO",&ob_from,&ob_to,&ob_color))
return NULL;
MT_Vector3 from(0., 0., 0.);
MT_Vector3 to(0., 0., 0.);
MT_Vector3 color(0., 0., 0.);
if (!PyVecTo(ob_from, from))
return NULL;
if (!PyVecTo(ob_to, to))
return NULL;
if (!PyVecTo(ob_color, color))
return NULL;
gp_Rasterizer->DrawDebugLine(from,to,color);
Py_RETURN_NONE;
}
STR_String gPyGetWindowHeight__doc__="getWindowHeight doc";
STR_String gPyGetWindowWidth__doc__="getWindowWidth doc";
STR_String gPyEnableVisibility__doc__="enableVisibility doc";
@@ -838,6 +868,8 @@ static struct PyMethodDef rasterizer_methods[] = {
METH_VARARGS, "set the state of a GLSL material setting"},
{"getGLSLMaterialSetting",(PyCFunction) gPyGetGLSLMaterialSetting,
METH_VARARGS, "get the state of a GLSL material setting"},
{"drawLine", (PyCFunction) gPyDrawLine,
METH_VARARGS, "draw a line on the screen"},
{ NULL, (PyCFunction) NULL, 0, NULL }
};

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@@ -181,4 +181,15 @@ def getGLSLMaterialSetting(setting, enable):
@type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
@rtype: boolean
"""
def drawLine(from,to,color):
"""
Draw a line in the 3D scene.
@param from: the origin of the line
@type from: list [x, y, z]
@param to: the end of the line
@type to: list [x, y, z]
@param color: the color of the line
@type color: list [r, g, b]
"""