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source/blender/makesrna/intern/rna_object.c
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| RNA_def_property_struct_type(prop, "GameProperty"); /* rna_property.c */ | RNA_def_property_struct_type(prop, "GameProperty"); /* rna_property.c */ | ||||
| RNA_def_property_ui_text(prop, "Properties", "Game engine properties"); | RNA_def_property_ui_text(prop, "Properties", "Game engine properties"); | ||||
| prop = RNA_def_property(srna, "components", PROP_COLLECTION, PROP_NONE); | |||||
| RNA_def_property_collection_sdna(prop, NULL, "components", NULL); | |||||
| RNA_def_property_struct_type(prop, "PythonComponent"); /* rna_python_component.c */ | |||||
| RNA_def_property_ui_text(prop, "Components", "Game engine components"); | |||||
| prop = RNA_def_property(srna, "show_sensors", PROP_BOOLEAN, PROP_NONE); | prop = RNA_def_property(srna, "show_sensors", PROP_BOOLEAN, PROP_NONE); | ||||
| RNA_def_property_boolean_sdna(prop, NULL, "scaflag", OB_SHOWSENS); | RNA_def_property_boolean_sdna(prop, NULL, "scaflag", OB_SHOWSENS); | ||||
| RNA_def_property_ui_text(prop, "Show Sensors", "Shows sensors for this object in the user interface"); | RNA_def_property_ui_text(prop, "Show Sensors", "Shows sensors for this object in the user interface"); | ||||
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| RNA_def_property_ui_text(prop, "Physics Type", "Select the type of physical representation"); | RNA_def_property_ui_text(prop, "Physics Type", "Select the type of physical representation"); | ||||
| RNA_def_property_update(prop, NC_LOGIC, NULL); | RNA_def_property_update(prop, NC_LOGIC, NULL); | ||||
| prop = RNA_def_property(srna, "use_record_animation", PROP_BOOLEAN, PROP_NONE); | |||||
| RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_RECORD_ANIMATION); | |||||
| RNA_def_property_ui_text(prop, "Record Animation", "Record animation objects without physics"); | |||||
| prop = RNA_def_property(srna, "use_actor", PROP_BOOLEAN, PROP_NONE); | prop = RNA_def_property(srna, "use_actor", PROP_BOOLEAN, PROP_NONE); | ||||
| RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_ACTOR); | RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_ACTOR); | ||||
| RNA_def_property_ui_text(prop, "Actor", "Object is detected by the Near and Radar sensor"); | RNA_def_property_ui_text(prop, "Actor", "Object is detected by the Near and Radar sensor"); | ||||
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| RNA_def_property_ui_text(prop, "Ghost", "Object does not react to collisions, like a ghost"); | RNA_def_property_ui_text(prop, "Ghost", "Object does not react to collisions, like a ghost"); | ||||
| prop = RNA_def_property(srna, "mass", PROP_FLOAT, PROP_NONE); | prop = RNA_def_property(srna, "mass", PROP_FLOAT, PROP_NONE); | ||||
| RNA_def_property_range(prop, 0.01, 10000.0); | RNA_def_property_range(prop, 0.01, 1000000.0); | ||||
| RNA_def_property_float_default(prop, 1.0f); | RNA_def_property_float_default(prop, 1.0f); | ||||
| RNA_def_property_ui_text(prop, "Mass", "Mass of the object"); | RNA_def_property_ui_text(prop, "Mass", "Mass of the object"); | ||||
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| prop = RNA_def_property(srna, "use_activity_culling", PROP_BOOLEAN, PROP_NONE); | prop = RNA_def_property(srna, "use_activity_culling", PROP_BOOLEAN, PROP_NONE); | ||||
| RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflag2", OB_NEVER_DO_ACTIVITY_CULLING); | RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflag2", OB_NEVER_DO_ACTIVITY_CULLING); | ||||
| RNA_def_property_ui_text(prop, "Lock Z Rotation Axis", "Disable simulation of angular motion along the Z axis"); | RNA_def_property_ui_text(prop, "Lock Z Rotation Axis", "Disable simulation of angular motion along the Z axis"); | ||||
| prop = RNA_def_property(srna, "use_material_physics_fh", PROP_BOOLEAN, PROP_NONE); | prop = RNA_def_property(srna, "predefined_bound", PROP_POINTER, PROP_NONE); | ||||
| RNA_def_property_struct_type(prop, "Mesh"); | |||||
| RNA_def_property_pointer_sdna(prop, NULL, "gamePredefinedBound"); | |||||
| RNA_def_property_flag(prop, PROP_EDITABLE); | |||||
| RNA_def_property_ui_text(prop, "Predefined Bound", "Predefined mesh bounding volume used when Auto Update Bound is disable"); | |||||
| prop = RNA_def_property(srna, "use_physics_fh", PROP_BOOLEAN, PROP_NONE); | |||||
| RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_DO_FH); | RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_DO_FH); | ||||
| RNA_def_property_ui_text(prop, "Use Material Force Field", "React to force field physics settings in materials"); | RNA_def_property_ui_text(prop, "Use Force Field", "React to force field physics settings"); | ||||
| prop = RNA_def_property(srna, "use_rotate_from_normal", PROP_BOOLEAN, PROP_NONE); | prop = RNA_def_property(srna, "use_rotate_from_normal", PROP_BOOLEAN, PROP_NONE); | ||||
| RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_ROT_FH); | RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_ROT_FH); | ||||
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| RNA_def_property_range(prop, 0.0, 1000.0); | RNA_def_property_range(prop, 0.0, 1000.0); | ||||
| RNA_def_property_float_default(prop, 1.0f); | RNA_def_property_float_default(prop, 1.0f); | ||||
| RNA_def_property_ui_text(prop, "Obstacle Radius", "Radius of object representation in obstacle simulation"); | RNA_def_property_ui_text(prop, "Obstacle Radius", "Radius of object representation in obstacle simulation"); | ||||
| prop = RNA_def_property(srna, "friction", PROP_FLOAT, PROP_NONE); | |||||
| RNA_def_property_float_sdna(prop, NULL, "friction"); | |||||
| RNA_def_property_range(prop, 0, 100); | |||||
| RNA_def_property_ui_text(prop, "Friction", "Coulomb friction coefficient, when inside the physics distance area"); | |||||
| prop = RNA_def_property(srna, "rolling_friction", PROP_FLOAT, PROP_NONE); | |||||
| RNA_def_property_float_sdna(prop, NULL, "rolling_friction"); | |||||
| RNA_def_property_range(prop, 0, 100); | |||||
| RNA_def_property_ui_text(prop, "Rolling Friction", "Coulomb friction coefficient of rounded shapes"); | |||||
| prop = RNA_def_property(srna, "elasticity", PROP_FLOAT, PROP_NONE); | |||||
| RNA_def_property_float_sdna(prop, NULL, "reflect"); | |||||
| RNA_def_property_range(prop, 0, 1); | |||||
| RNA_def_property_ui_text(prop, "Elasticity", "Elasticity of collisions"); | |||||
| /* FH/Force Field Settings */ | |||||
| prop = RNA_def_property(srna, "use_fh_normal", PROP_BOOLEAN, PROP_NONE); | |||||
| RNA_def_property_boolean_sdna(prop, NULL, "dynamode", OB_FH_NOR); | |||||
| RNA_def_property_ui_text(prop, "Align to Normal", | |||||
| "Align dynamic game objects along the surface normal, " | |||||
| "when inside the physics distance area"); | |||||
| prop = RNA_def_property(srna, "fh_force", PROP_FLOAT, PROP_NONE); | |||||
| RNA_def_property_float_sdna(prop, NULL, "fh"); | |||||
| RNA_def_property_range(prop, 0, 1); | |||||
| RNA_def_property_ui_range(prop, 0.0, 1.0, 10, 2); | |||||
| RNA_def_property_ui_text(prop, "Force", "Upward spring force, when inside the physics distance area"); | |||||
| prop = RNA_def_property(srna, "fh_distance", PROP_FLOAT, PROP_NONE); | |||||
| RNA_def_property_float_sdna(prop, NULL, "fhdist"); | |||||
| RNA_def_property_range(prop, 0, 20); | |||||
| RNA_def_property_ui_text(prop, "Distance", "Distance of the physics area"); | |||||
| prop = RNA_def_property(srna, "fh_damping", PROP_FLOAT, PROP_NONE); | |||||
| RNA_def_property_float_sdna(prop, NULL, "xyfrict"); | |||||
| RNA_def_property_range(prop, 0, 1); | |||||
| RNA_def_property_ui_text(prop, "Damping", "Damping of the spring force, when inside the physics distance area"); | |||||
| /* state */ | /* state */ | ||||
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