BGE patch: add advanced parameters for SoftBody. Add Rasterizer.drawLine() Python function.
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@@ -964,6 +964,10 @@ Object *add_only_object(int type, char *name)
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ob->anisotropicFriction[2] = 1.0f;
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ob->gameflag= OB_PROP|OB_COLLISION;
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ob->margin = 0.0;
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ob->linearStiffness = 1.0f;
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ob->angularStiffness = 1.0f;
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ob->volumePreservation = 1.0f;
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ob->gamesoftFlag = 0;
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/* NT fluid sim defaults */
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ob->fluidsimFlag = 0;
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@@ -7849,6 +7849,10 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
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// Before it was conditioning all the other dynamic flags
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if (!(ob->gameflag & OB_ACTOR))
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ob->gameflag &= ~(OB_GHOST|OB_DYNAMIC|OB_RIGID_BODY|OB_SOFT_BODY|OB_COLLISION_RESPONSE);
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/* suitable default for older files */
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ob->linearStiffness = 1.0f;
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ob->angularStiffness = 1.0f;
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ob->volumePreservation = 1.0f;
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}
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}
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@@ -156,7 +156,14 @@ typedef struct Object {
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float formfactor;
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float rdamping, sizefac;
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float margin, pad3;
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float margin;
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/* for game engine soft body */
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float linearStiffness;
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float angularStiffness;
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float volumePreservation;
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int gamesoftFlag;
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int pad3;
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char dt, dtx;
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@@ -411,6 +418,9 @@ extern Object workob;
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#define OB_RECALC_TIME 4
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#define OB_RECALC 7
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/* ob->gamesoftFlag */
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#define OB_SOFT_SHAPE_MATCHING 1
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/* ob->gameflag */
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#define OB_DYNAMIC 1
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#define OB_CHILD 2
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@@ -2979,11 +2979,11 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
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{
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uiBlock *block;
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Object *ob = arg_ob;
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short yco = 65, xco = 0;
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short yco = 105, xco = 0;
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block= uiNewBlock(&curarea->uiblocks, "advanced_bullet_options", UI_EMBOSS, UI_HELV, curarea->win);
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/* use this for a fake extra empy space around the buttons */
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uiDefBut(block, LABEL, 0, "", -5, -10, 255, 100, NULL, 0, 0, 0, 0, "");
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uiDefBut(block, LABEL, 0, "", -5, -10, 255, 140, NULL, 0, 0, 0, 0, "");
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uiDefButBitI(block, TOG, OB_ACTOR, 0, "Sensor actor",
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xco, yco, 118, 19, &ob->gameflag, 0, 0, 0, 0,
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@@ -3008,6 +3008,25 @@ static uiBlock *advanced_bullet_menu(void *arg_ob)
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xco, yco, 118, 19, &ob->margin, 0.0, 1.0, 1, 0,
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"Collision margin");
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}
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if (ob->gameflag & OB_SOFT_BODY) {
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uiDefButBitI(block, TOG, OB_SOFT_SHAPE_MATCHING, 0, "Shape matching",
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xco+=120, yco, 118, 19, &ob->gamesoftFlag, 0, 0, 0, 0,
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"Enable soft body shape matching");
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yco -= 25;
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xco = 0;
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uiDefButF(block, NUMSLI, 0, "LinStiff ", xco, yco, 238, 19,
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&ob->linearStiffness, 0.0, 1.0, 1, 0,
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"Linear stiffness of the soft body vertex spring");
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yco -= 25;
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uiDefButF(block, NUMSLI, 0, "AngStiff ", xco, yco, 238, 19,
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&ob->angularStiffness, 0.0, 1.0, 1, 0,
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"Angular stiffness of the soft body vertex spring");
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yco -= 25;
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uiDefButF(block, NUMSLI, 0, "Volume ", xco, yco, 238, 19,
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&ob->volumePreservation, 0.0, 1.0, 1, 0,
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"Factor of soft body volume preservation");
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}
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uiBlockSetDirection(block, UI_TOP);
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@@ -3529,6 +3529,10 @@ void copy_attr(short event)
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base->object->boundtype = ob->boundtype;
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}
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base->object->margin= ob->margin;
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base->object->linearStiffness= ob->linearStiffness;
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base->object->angularStiffness= ob->angularStiffness;
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base->object->volumePreservation= ob->volumePreservation;
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base->object->gamesoftFlag= ob->gamesoftFlag;
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}
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else if(event==17) { /* tex space */
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copy_texture_space(base->object, ob);
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@@ -797,6 +797,36 @@ static PyObject* gPyGetMaterialType(PyObject*)
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return PyInt_FromLong(flag);
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}
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static PyObject* gPyDrawLine(PyObject*, PyObject* args)
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{
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PyObject* ob_from;
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PyObject* ob_to;
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PyObject* ob_color;
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if (!gp_Rasterizer) {
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PyErr_SetString(PyExc_RuntimeError, "Rasterizer not available");
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return NULL;
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}
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if (!PyArg_ParseTuple(args,"OOO",&ob_from,&ob_to,&ob_color))
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return NULL;
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MT_Vector3 from(0., 0., 0.);
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MT_Vector3 to(0., 0., 0.);
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MT_Vector3 color(0., 0., 0.);
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if (!PyVecTo(ob_from, from))
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return NULL;
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if (!PyVecTo(ob_to, to))
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return NULL;
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if (!PyVecTo(ob_color, color))
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return NULL;
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gp_Rasterizer->DrawDebugLine(from,to,color);
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Py_RETURN_NONE;
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}
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STR_String gPyGetWindowHeight__doc__="getWindowHeight doc";
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STR_String gPyGetWindowWidth__doc__="getWindowWidth doc";
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STR_String gPyEnableVisibility__doc__="enableVisibility doc";
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@@ -838,6 +868,8 @@ static struct PyMethodDef rasterizer_methods[] = {
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METH_VARARGS, "set the state of a GLSL material setting"},
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{"getGLSLMaterialSetting",(PyCFunction) gPyGetGLSLMaterialSetting,
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METH_VARARGS, "get the state of a GLSL material setting"},
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{"drawLine", (PyCFunction) gPyDrawLine,
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METH_VARARGS, "draw a line on the screen"},
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{ NULL, (PyCFunction) NULL, 0, NULL }
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};
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@@ -181,4 +181,15 @@ def getGLSLMaterialSetting(setting, enable):
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@type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
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@rtype: boolean
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"""
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def drawLine(from,to,color):
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"""
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Draw a line in the 3D scene.
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@param from: the origin of the line
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@type from: list [x, y, z]
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@param to: the end of the line
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@type to: list [x, y, z]
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@param color: the color of the line
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@type color: list [r, g, b]
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"""
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