revert "only selectable"
Because the same effect can be done with an object or plane with fully transparent texture.
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d873d91660
commit
69b379201c
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@ -74,7 +74,6 @@ private:
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bool customColor;
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bool noSelect;
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bool glow;
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bool onlySelect;
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uint32 textureFlags;
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@ -137,7 +136,6 @@ public:
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bool getCustomTexture() const {return customColor;}
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bool getNoSelect() const {return noSelect;}
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bool getGlow() const {return glow;}
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bool getOnlySelect() const {return onlySelect;}
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string getName() const {return name;}
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uint32 getTextureFlags() const { return textureFlags; }
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@ -44,8 +44,7 @@ enum MeshPropertyFlag{
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mpfCustomColor= 1,
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mpfTwoSided= 2,
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mpfNoSelect= 4,
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mpfGlow= 8,
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mpfOnlySelect= 16
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mpfGlow= 8
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};
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enum MeshTexture{
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@ -163,11 +163,7 @@ void ModelRendererGl::renderMesh(Mesh *mesh,int renderMode) {
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{// don't render this and do nothing
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return;
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}
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if(renderMode!=rmSelection){
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if(mesh->getOnlySelect()) {
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return;
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}
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}
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//assertions
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assertGl();
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@ -226,7 +226,6 @@ Mesh::Mesh() {
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customColor= false;
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noSelect= false;
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glow= false;
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onlySelect=false;
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textureFlags=0;
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@ -449,7 +448,6 @@ void Mesh::loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *tex
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customColor= false;
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noSelect= false;
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glow= false;
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onlySelect= false;
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if(SystemFlags::VERBOSE_MODE_ENABLED) printf("Load v2, this = %p Found meshHeader.hasTexture = %d, texName [%s] mtDiffuse = %d meshIndex = %d modelFile [%s]\n",this,meshHeader.hasTexture,toLower(reinterpret_cast<char*>(meshHeader.texName)).c_str(),mtDiffuse,meshIndex,modelFile.c_str());
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@ -591,7 +589,6 @@ void Mesh::loadV3(int meshIndex, const string &dir, FILE *f,
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customColor= (meshHeader.properties & mp3CustomColor) != 0;
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noSelect = false;
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glow = false;
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onlySelect=false;
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textureFlags= 0;
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if((meshHeader.properties & mp3NoTexture) != mp3NoTexture) {
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@ -788,7 +785,6 @@ void Mesh::load(int meshIndex, const string &dir, FILE *f, TextureManager *textu
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twoSided= (meshHeader.properties & mpfTwoSided) != 0;
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noSelect= (meshHeader.properties & mpfNoSelect) != 0;
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glow= (meshHeader.properties & mpfGlow) != 0;
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onlySelect= (meshHeader.properties & mpfOnlySelect) != 0;
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//material
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diffuseColor= Vec3f(meshHeader.diffuseColor);
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@ -920,9 +916,6 @@ void Mesh::save(int meshIndex, const string &dir, FILE *f, TextureManager *textu
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if(glow) {
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meshHeader.properties |= mpfGlow;
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}
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if(onlySelect){
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meshHeader.properties|= mpfOnlySelect;
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}
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meshHeader.textures = textureFlags;
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fwrite(&meshHeader, sizeof(MeshHeader), 1, f);
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@ -1557,7 +1550,6 @@ void Mesh::copyInto(Mesh *dest, bool ignoreInterpolationData,
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dest->customColor = this->customColor;
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dest->noSelect = this->noSelect;
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dest->glow = this->glow;
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dest->onlySelect = this->onlySelect;
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dest->textureFlags = this->textureFlags;
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@ -255,7 +255,6 @@ class G3DMeshHeaderv4: # Read Meshheader
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self.istwosided = bool(self.properties & 2)
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self.noselect = bool(self.properties & 4)
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self.glow = bool(self.properties & 8)
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self.onlySelect = bool(self.properties & 16)
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self.hastexture = False
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self.diffusetexture = None
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@ -437,11 +436,9 @@ def createMesh(filename, header, data, toblender, operator):
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if header.isv4:
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mesh.g3d_noSelect = header.noselect
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mesh.g3d_glow = header.glow
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mesh.g3d_onlySelect = header.onlySelect
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else:
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mesh.g3d_noSelect = False
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mesh.glow = False
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#mesh.g3d_onlySelect = False
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# ===================================================================================================
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# Material Setup
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@ -898,8 +895,6 @@ def G3DSaver(filepath, context, toglest, operator):
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properties |= 4
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if mesh.g3d_glow:
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properties |= 8
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if mesh.g3d_onlySelect:
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properties |= 16
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#MeshData
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vertices = []
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@ -932,8 +927,6 @@ def G3DSaver(filepath, context, toglest, operator):
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context.scene.frame_set(fcurrent)
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if mesh.g3d_onlySelect:
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opacity = 1.0
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# MeshHeader
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fileID.write(
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@ -987,7 +980,6 @@ class G3DPanel(bpy.types.Panel):
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"show_double_sided",
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text="double sided")
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self.layout.prop(context.object.data, "g3d_noSelect")
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self.layout.prop(context.object.data, "g3d_onlySelect")
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self.layout.prop(context.object.data, "g3d_glow")
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@ -1094,9 +1086,6 @@ def register():
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description="replace alpha channel of texture with team color")
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bpy.types.Mesh.g3d_noSelect = bpy.props.BoolProperty(
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name="non-selectable", description="click on mesh doesn't select unit")
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bpy.types.Mesh.g3d_onlySelect = bpy.props.BoolProperty(
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name="only-selectable",
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description="this mesh is not visible, only selectable")
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bpy.types.Mesh.g3d_glow = bpy.props.BoolProperty(
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name="glow", description="let objects glow like particles")
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bpy.types.Mesh.show_double_sided = bpy.props.BoolProperty(
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