Revision: 16726 http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16726 Author: erwin Date: 2008-09-25 18:48:25 +0200 (Thu, 25 Sep 2008)
Log Message: ----------- re-use some Blender soft body settings for Bullet game soft bodies Modified Paths: -------------- trunk/blender/source/blender/blenkernel/intern/object.c trunk/blender/source/blender/blenloader/intern/readfile.c trunk/blender/source/blender/makesdna/DNA_object_types.h trunk/blender/source/blender/src/buttons_logic.c trunk/blender/source/blender/src/editobject.c trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp Modified: trunk/blender/source/blender/blenkernel/intern/object.c =================================================================== --- trunk/blender/source/blender/blenkernel/intern/object.c 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/blender/blenkernel/intern/object.c 2008-09-25 16:48:25 UTC (rev 16726) @@ -964,11 +964,7 @@ 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 = OB_SOFT_SHAPE_MATCHING; - + /* NT fluid sim defaults */ ob->fluidsimFlag = 0; ob->fluidsimSettings = NULL; Modified: trunk/blender/source/blender/blenloader/intern/readfile.c =================================================================== --- trunk/blender/source/blender/blenloader/intern/readfile.c 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/blender/blenloader/intern/readfile.c 2008-09-25 16:48:25 UTC (rev 16726) @@ -7850,10 +7850,6 @@ 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; - ob->softflag = OB_SOFT_SHAPE_MATCHING; } } Modified: trunk/blender/source/blender/makesdna/DNA_object_types.h =================================================================== --- trunk/blender/source/blender/makesdna/DNA_object_types.h 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/blender/makesdna/DNA_object_types.h 2008-09-25 16:48:25 UTC (rev 16726) @@ -157,15 +157,8 @@ float formfactor; float rdamping, sizefac; float margin; - /* for game engine soft body */ - float linearStiffness; - float angularStiffness; - float volumePreservation; - int gamesoftFlag; int pad3; - - char dt, dtx; char totcol; /* copy of mesh or curve or meta */ char actcol; /* currently selected material in the user interface */ @@ -418,8 +411,6 @@ #define OB_RECALC_TIME 4 #define OB_RECALC 7 -/* ob->gamesoftFlag */ -#define OB_SOFT_SHAPE_MATCHING 1 /* ob->gameflag */ #define OB_DYNAMIC 1 Modified: trunk/blender/source/blender/src/buttons_logic.c =================================================================== --- trunk/blender/source/blender/src/buttons_logic.c 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/blender/src/buttons_logic.c 2008-09-25 16:48:25 UTC (rev 16726) @@ -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 @@ 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, @@ -3009,22 +3010,30 @@ "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"); + 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"); + */ + + } + } @@ -3049,10 +3058,21 @@ 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) { @@ -3088,9 +3108,9 @@ 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, Modified: trunk/blender/source/blender/src/editobject.c =================================================================== --- trunk/blender/source/blender/src/editobject.c 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/blender/src/editobject.c 2008-09-25 16:48:25 UTC (rev 16726) @@ -3529,10 +3529,10 @@ 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; + //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); Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp =================================================================== --- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-09-25 16:48:25 UTC (rev 16726) @@ -129,6 +129,7 @@ #include "DNA_sound_types.h" #include "DNA_key_types.h" #include "DNA_armature_types.h" +#include "DNA_object_force.h" #include "MEM_guardedalloc.h" #include "BKE_utildefines.h" @@ -1323,10 +1324,20 @@ objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0; ///for game soft bodies - objprop.m_linearStiffness = blenderobject->linearStiffness; - objprop.m_angularStiffness = blenderobject->angularStiffness; - objprop.m_volumePreservation = blenderobject->volumePreservation; - objprop.m_gamesoftFlag = blenderobject->gamesoftFlag; + if (blenderobject->soft) + { + objprop.m_linearStiffness = blenderobject->soft->inspring; + objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness; + objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation; + objprop.m_gamesoftFlag = blenderobject->softflag;//blenderobject->gamesoftFlag; + + } else + { + objprop.m_linearStiffness = 0.5;//blenderobject->linearStiffness; + objprop.m_angularStiffness = 1.f;//blenderobject->angularStiffness; + objprop.m_volumePreservation = 1.f;//blenderobject->volumePreservation; + objprop.m_gamesoftFlag = 1;//blenderobject->gamesoftFlag; + } objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0; objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag Modified: trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp =================================================================== --- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2008-09-25 16:35:53 UTC (rev 16725) +++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp 2008-09-25 16:48:25 UTC (rev 16726) @@ -346,7 +346,6 @@ - //pm->m_kAST = 0.01f; //pm->m_kVST = 0.001f; psb->generateBendingConstraints(2,pm); @@ -354,7 +353,7 @@ //psb->m_cfg.viterations = 4; //psb->m_cfg.diterations = 4; //psb->m_cfg.citerations = 4; @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs