Revision: 48414
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=48414
Author:   campbellbarton
Date:     2012-06-29 20:26:07 +0000 (Fri, 29 Jun 2012)
Log Message:
-----------
game engine & viewport, dont show collision bounds for convex hull or triangle 
meshes - really visual distraction and they are not used,

Modified Paths:
--------------
    trunk/blender/source/blender/editors/space_view3d/drawobject.c

Modified: trunk/blender/source/blender/editors/space_view3d/drawobject.c
===================================================================
--- trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2012-06-29 17:36:34 UTC (rev 48413)
+++ trunk/blender/source/blender/editors/space_view3d/drawobject.c      
2012-06-29 20:26:07 UTC (rev 48414)
@@ -6442,7 +6442,7 @@
        }
 }
 
-static void drawRBpivot(bRigidBodyJointConstraint *data, const unsigned char 
ob_wire_col[4])
+static void draw_rigid_body_pivot(bRigidBodyJointConstraint *data, const 
unsigned char ob_wire_col[4])
 {
        const char *axis_str[3] = {"px", "py", "pz"};
        int axis;
@@ -7068,12 +7068,13 @@
                        if (con->type == CONSTRAINT_TYPE_RIGIDBODYJOINT) {
                                bRigidBodyJointConstraint *data = 
(bRigidBodyJointConstraint *)con->data;
                                if (data->flag & CONSTRAINT_DRAW_PIVOT)
-                                       drawRBpivot(data, ob_wire_col);
+                                       draw_rigid_body_pivot(data, 
ob_wire_col);
                        }
                }
 
                if (ob->gameflag & OB_BOUNDS) {
                        if (ob->boundtype != ob->collision_boundtype || (dtx & 
OB_BOUNDBOX) == 0) {
+
                                setlinestyle(2);
                                draw_bounding_volume(scene, ob, 
ob->collision_boundtype);
                                setlinestyle(0);
@@ -7108,8 +7109,11 @@
        }
 
        if (dt <= OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
-               if ((ob->gameflag & OB_DYNAMIC) ||
-                   ((ob->gameflag & OB_BOUNDS) && (ob->boundtype == 
OB_BOUND_SPHERE)))
+               if (((ob->gameflag & OB_DYNAMIC) &&
+                    !ELEM(ob->collision_boundtype, OB_BOUND_TRIANGLE_MESH, 
OB_BOUND_CONVEX_HULL)) ||
+
+                   ((ob->gameflag & OB_BOUNDS) &&
+                    (ob->boundtype == OB_BOUND_SPHERE)))
                {
                        float imat[4][4], vec[3] = {0.0f, 0.0f, 0.0f};
 

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