forked from bartvdbraak/blender
BGE: Add 'Lock Translation' for dynamic objects
The XYZ translation lock was missing for dynamic object. Reviewed By: panzergame
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@ -100,7 +100,6 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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sub.prop(game, "damping", text="Translation", slider=True)
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sub.prop(game, "damping", text="Translation", slider=True)
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sub.prop(game, "rotation_damping", text="Rotation", slider=True)
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sub.prop(game, "rotation_damping", text="Rotation", slider=True)
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if physics_type == 'RIGID_BODY':
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layout.separator()
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layout.separator()
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split = layout.split()
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split = layout.split()
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@ -111,6 +110,7 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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col.prop(game, "lock_location_y", text="Y")
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col.prop(game, "lock_location_y", text="Y")
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col.prop(game, "lock_location_z", text="Z")
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col.prop(game, "lock_location_z", text="Z")
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if physics_type == 'RIGID_BODY':
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col = split.column()
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col = split.column()
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col.label(text="Lock Rotation:")
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col.label(text="Lock Rotation:")
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col.prop(game, "lock_rotation_x", text="X")
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col.prop(game, "lock_rotation_x", text="X")
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@ -3535,9 +3535,10 @@ void CcdPhysicsEnvironment::ConvertObject(KX_GameObject *gameobj, RAS_MeshObject
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if (rbody)
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if (rbody)
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{
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{
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rbody->setLinearFactor(ci.m_linearFactor);
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if (isbulletrigidbody)
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if (isbulletrigidbody)
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{
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{
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rbody->setLinearFactor(ci.m_linearFactor);
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rbody->setAngularFactor(ci.m_angularFactor);
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rbody->setAngularFactor(ci.m_angularFactor);
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}
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}
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