[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [48414] trunk/blender/source/blender/ editors/space_view3d/drawobject.c: game engine & viewport, dont show collision bounds for convex hull or triangle meshes - really visual distraction and they are not used ,
Campbell Barton
ideasman42 at gmail.com
Fri Jun 29 22:26:22 CEST 2012
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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