Rename rigidbody.ghost to rigidbody.trigger for clarity
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02e5781f11
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@ -30,7 +30,7 @@ class RigidBody extends Trait {
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var angularFactors:Array<Float>;
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var deactivationParams:Array<Float>;
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public var group = 1;
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public var ghost = false;
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public var trigger = false;
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var bodyScaleX:Float; // Transform scale at creation time
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var bodyScaleY:Float;
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var bodyScaleZ:Float;
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@ -49,7 +49,7 @@ class RigidBody extends Trait {
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public function new(mass = 1.0, shape = Shape.Box, friction = 0.5, restitution = 0.0, collisionMargin = 0.0,
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linearDamping = 0.04, angularDamping = 0.1, animated = false,
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linearFactors:Array<Float> = null, angularFactors:Array<Float> = null,
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group = 1, ghost = false, deactivationParams:Array<Float> = null) {
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group = 1, trigger = false, deactivationParams:Array<Float> = null) {
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super();
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this.mass = mass;
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@ -63,7 +63,7 @@ class RigidBody extends Trait {
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this.linearFactors = linearFactors;
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this.angularFactors = angularFactors;
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this.group = group;
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this.ghost = ghost;
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this.trigger = trigger;
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this.deactivationParams = deactivationParams;
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notifyOnAdd(init);
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@ -176,7 +176,7 @@ class RigidBody extends Trait {
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setAngularFactor(angularFactors[0], angularFactors[1], angularFactors[2]);
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}
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if (ghost) body.setCollisionFlags(body.getCollisionFlags() | BtCollisionObject.CF_NO_CONTACT_RESPONSE);
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if (trigger) body.setCollisionFlags(body.getCollisionFlags() | BtCollisionObject.CF_NO_CONTACT_RESPONSE);
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bodyScaleX = currentScaleX = transform.scale.x;
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bodyScaleY = currentScaleY = transform.scale.y;
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@ -2327,7 +2327,7 @@ class ArmoryExporter:
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for b in rb.collision_groups:
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col_group = ('1' if b else '0') + col_group
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x['parameters'].append(str(int(col_group, 2)))
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x['parameters'].append(str(bobject.arm_rb_ghost).lower())
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x['parameters'].append(str(bobject.arm_rb_trigger).lower())
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if rb.use_deactivation or bobject.arm_rb_force_deactivation:
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deact_params = lin_fac = '[{0}, {1}, {2}]'.format(str(rb.deactivate_linear_velocity), str(rb.deactivate_angular_velocity), str(bobject.arm_rb_deactivation_time))
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x['parameters'].append(deact_params)
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@ -15,7 +15,7 @@ except ImportError:
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pass
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# Armory version
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arm_version = '0.1.0'
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arm_version = '0.2.0'
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arm_commit = '$Id$'
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def invalidate_mesh_cache(self, context):
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@ -171,7 +171,7 @@ def init_properties():
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bpy.types.Object.arm_soft_body_margin = bpy.props.FloatProperty(name="Soft Body Margin", description="Collision margin", default=0.04)
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bpy.types.Object.arm_rb_linear_factor = bpy.props.FloatVectorProperty(name="Linear Factor", size=3, description="Set to 0 to lock axis", default=[1,1,1])
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bpy.types.Object.arm_rb_angular_factor = bpy.props.FloatVectorProperty(name="Angular Factor", size=3, description="Set to 0 to lock axis", default=[1,1,1])
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bpy.types.Object.arm_rb_ghost = bpy.props.BoolProperty(name="Ghost", description="Disable contact response", default=False)
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bpy.types.Object.arm_rb_trigger = bpy.props.BoolProperty(name="Trigger", description="Disable contact response", default=False)
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bpy.types.Object.arm_rb_terrain = bpy.props.BoolProperty(name="Terrain", description="Set rigid body collision shape to terrain", default=False)
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bpy.types.Object.arm_rb_force_deactivation = bpy.props.BoolProperty(name="Force Deactivation", description="Force deactivation on all rigid bodies for performance", default=True)
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bpy.types.Object.arm_rb_deactivation_time = bpy.props.FloatProperty(name="Deactivation Time", description="Delay putting rigid body into sleep", default=0.0)
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@ -437,8 +437,11 @@ def init_properties_on_load():
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# Outdated project
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if bpy.data.filepath != '' and (wrd.arm_version != arm_version or wrd.arm_commit != arm_commit): # Call on project load only
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print('Project updated to sdk v' + arm_version)
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if arm_version == '0.1.0' and wrd.arm_version != arm_version:
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if arm_version == '0.2.0' and wrd.arm_version == '0.1.0':
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# Migrate deprecated props here
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for o in bpy.data.objects:
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if hasattr(o, 'arm_rb_ghost'):
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o.arm_rb_trigger = o.arm_rb_ghost
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pass
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wrd.arm_version = arm_version
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wrd.arm_commit = arm_commit
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@ -123,7 +123,7 @@ class PhysicsPropsPanel(bpy.types.Panel):
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# row.prop(obj, 'arm_rb_deactivation_time')
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layout.prop(obj, 'arm_rb_linear_factor')
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layout.prop(obj, 'arm_rb_angular_factor')
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layout.prop(obj, 'arm_rb_ghost')
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layout.prop(obj, 'arm_rb_trigger')
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layout.prop(obj, 'arm_rb_terrain')
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layout.prop(obj, 'arm_rb_force_deactivation')
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