blender/release/ui/buttons_game.py

137 lines
3.5 KiB
Python
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import bpy
class GameButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "game"
class GAME_PT_context_game(GameButtonsPanel):
__idname__ = "GAME_PT_context_game"
__no_header__ = True
def draw(self, context):
layout = self.layout
ob = context.object
game = context.game
split = layout.split(percentage=0.06)
split.itemL(text="", icon="ICON_GAME")
split.itemR(game, "name", text="")
class GAME_PT_data(GameButtonsPanel):
__idname__ = "GAME_PT_data"
__label__ = "Data"
def draw(self, context):
layout = self.layout
ob = context.object
game = context.game
class GAME_PT_physics(GameButtonsPanel):
__idname__ = "GAME_PT_physics"
__label__ = "Physics"
def poll(self, context):
ob = context.active_object
return ob and ob.game
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
layout.itemR(game, "physics_type")
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
col = split.column()
col.itemR(game, "do_fh", text="Use Material Physics")
col.itemR(game, "rotation_fh", text="Rotate From Normal")
col.itemR(game, "no_sleeping")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
colsub = col.column(align=True)
colsub.itemR(game, "mass")
colsub.itemR(game, "radius")
colsub.itemR(game, "form_factor")
col.itemS()
col.itemL(text="Damping:")
colsub = col.column(align=True)
colsub.itemR(game, "damping", text="Translation", slider=True)
colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
col = split.column()
col.itemL(text="Velocity:")
colsub = col.column(align=True)
colsub.itemR(game, "minimum_velocity", text="Minimum")
colsub.itemR(game, "maximum_velocity", text="Maximum")
col.itemS()
col.itemR(game, "anisotropic_friction")
colsub = col.column()
colsub.active = game.anisotropic_friction
colsub.itemR(game, "friction_coefficients", text="", slider=True)
layout.itemS()
split = layout.split()
sub = split.column()
sub.itemL(text="Lock Translation:")
sub.itemR(game, "lock_x_axis", text="X")
sub.itemR(game, "lock_y_axis", text="Y")
sub.itemR(game, "lock_z_axis", text="Z")
sub = split.column()
sub.itemL(text="Lock Rotation:")
sub.itemR(game, "lock_x_rot_axis", text="X")
sub.itemR(game, "lock_y_rot_axis", text="Y")
sub.itemR(game, "lock_z_rot_axis", text="Z")
class GAME_PT_collision_bounds(GameButtonsPanel):
__idname__ = "GAME_PT_collision_bounds"
__label__ = "Collision Bounds"
def poll(self, context):
ob = context.active_object
return ob and ob.game
def draw_header(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
layout.itemR(game, "use_collision_bounds", text="")
def draw(self, context):
layout = self.layout
ob = context.scene.objects[0]
game = ob.game
layout.active = game.use_collision_bounds
layout.itemR(game, "collision_bounds", text="Bounds")
split = layout.split()
sub = split.column()
sub.itemR(game, "collision_compound", text="Compound")
sub = split.column()
sub.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(GAME_PT_context_game)
bpy.types.register(GAME_PT_data)
bpy.types.register(GAME_PT_physics)
bpy.types.register(GAME_PT_collision_bounds)