blender/release/scripts/ui/properties_game.py

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# This software is distributable under the terms of the GNU
# General Public License (GPL) v2, the text of which can be found at
# http://www.gnu.org/copyleft/gpl.html. Installing, importing or otherwise
# using this module constitutes acceptance of the terms of this License.
# <pep8 compliant>
import bpy
class PhysicsButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
def poll(self, context):
ob = context.active_object
rd = context.scene.render_data
return ob and ob.game and (rd.engine == 'BLENDER_GAME')
class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
bl_label = "Physics"
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
soft = ob.game.soft_body
layout.itemR(game, "physics_type")
layout.itemS()
#if game.physics_type == 'DYNAMIC':
if game.physics_type in ('DYNAMIC', 'RIGID_BODY'):
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, "material_physics")
col.itemR(game, "rotate_from_normal")
col.itemR(game, "no_sleeping")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
col.itemR(game, "mass")
col.itemR(game, "radius")
col.itemR(game, "form_factor")
col = split.column()
sub = col.column()
sub.active = (game.physics_type == 'RIGID_BODY')
sub.itemR(game, "anisotropic_friction")
subsub = sub.column()
subsub.active = game.anisotropic_friction
subsub.itemR(game, "friction_coefficients", text="", slider=True)
split = layout.split()
col = split.column()
col.itemL(text="Velocity:")
sub = col.column(align=True)
sub.itemR(game, "minimum_velocity", text="Minimum")
sub.itemR(game, "maximum_velocity", text="Maximum")
col = split.column()
col.itemL(text="Damping:")
sub = col.column(align=True)
sub.itemR(game, "damping", text="Translation", slider=True)
sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Lock Translation:")
col.itemR(game, "lock_x_axis", text="X")
col.itemR(game, "lock_y_axis", text="Y")
col.itemR(game, "lock_z_axis", text="Z")
col = split.column()
col.itemL(text="Lock Rotation:")
col.itemR(game, "lock_x_rot_axis", text="X")
col.itemR(game, "lock_y_rot_axis", text="Y")
col.itemR(game, "lock_z_rot_axis", text="Z")
elif game.physics_type == 'SOFT_BODY':
col = layout.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
col.itemR(game, "mass")
col.itemR(soft, "welding")
col.itemR(soft, "position_iterations")
col.itemR(soft, "linstiff", slider=True)
col.itemR(soft, "dynamic_friction", slider=True)
col.itemR(soft, "margin", slider=True)
col.itemR(soft, "bending_const", text="Bending Constraints")
col = split.column()
col.itemR(soft, "shape_match")
sub = col.column()
sub.active = soft.shape_match
sub.itemR(soft, "threshold", slider=True)
col.itemS()
col.itemL(text="Cluster Collision:")
col.itemR(soft, "cluster_rigid_to_softbody")
col.itemR(soft, "cluster_soft_to_softbody")
sub = col.column()
sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
sub.itemR(soft, "cluster_iterations", text="Iterations")
elif game.physics_type == 'STATIC':
col = layout.column()
col.itemR(game, "actor")
col.itemR(game, "ghost")
col.itemR(ob, "restrict_render", text="Invisible")
elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
layout.itemR(ob, "restrict_render", text="Invisible")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
bl_label = "Collision Bounds"
def poll(self, context):
game = context.object.game
rd = context.scene.render_data
return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine == 'BLENDER_GAME')
def draw_header(self, context):
game = context.active_object.game
self.layout.itemR(game, "use_collision_bounds", text="")
def draw(self, context):
layout = self.layout
game = context.active_object.game
layout.active = game.use_collision_bounds
layout.itemR(game, "collision_bounds", text="Bounds")
row = layout.row()
row.itemR(game, "collision_compound", text="Compound")
row.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
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class RenderButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
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class RENDER_PT_game(RenderButtonsPanel):
bl_label = "Game"
def draw(self, context):
layout = self.layout
row = layout.row()
row.itemO("view3d.game_start", text="Start")
row.itemL()
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class RENDER_PT_game_player(RenderButtonsPanel):
bl_label = "Standalone Player"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "fullscreen")
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
sub = col.column(align=True)
sub.itemR(gs, "resolution_x", slider=False, text="X")
sub.itemR(gs, "resolution_y", slider=False, text="Y")
col = split.column()
col.itemL(text="Quality:")
sub = col.column(align=True)
sub.itemR(gs, "depth", text="Bit Depth", slider=False)
sub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
if gs.framing_type == 'LETTERBOX':
col.itemR(gs, "framing_color", text="")
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class RENDER_PT_game_stereo(RenderButtonsPanel):
bl_label = "Stereo"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
stereo_mode = gs.stereo
# stereo options:
layout.itemR(gs, "stereo", expand=True)
# stereo:
if stereo_mode == 'STEREO':
layout.itemR(gs, "stereo_mode")
layout.itemL(text="To do: Focal Length")
layout.itemL(text="To do: Eye Separation")
# dome:
elif stereo_mode == 'DOME':
layout.itemR(gs, "dome_mode", text="Dome Type")
dome_type = gs.dome_mode
split = layout.split()
if dome_type == 'FISHEYE' or \
dome_type == 'TRUNCATED_REAR' or \
dome_type == 'TRUNCATED_FRONT':
col = split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tilt")
col = split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
elif dome_type == 'PANORAM_SPH':
col = split.column()
col.itemR(gs, "dome_tesselation", text="Tesselation")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
else: # cube map
col = split.column()
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
layout.itemR(gs, "dome_text")
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class RENDER_PT_game_shading(RenderButtonsPanel):
bl_label = "Shading"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "material_mode", expand=True)
if gs.material_mode == 'GLSL':
split = layout.split()
col = split.column()
col.itemR(gs, "glsl_lights", text="Lights")
col.itemR(gs, "glsl_shaders", text="Shaders")
col.itemR(gs, "glsl_shadows", text="Shadows")
col = split.column()
col.itemR(gs, "glsl_ramps", text="Ramps")
col.itemR(gs, "glsl_nodes", text="Nodes")
col.itemR(gs, "glsl_extra_textures", text="Extra Textures")
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class RENDER_PT_game_performance(RenderButtonsPanel):
bl_label = "Performance"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
split = layout.split()
col = split.column()
col.itemL(text="Show:")
col.itemR(gs, "show_debug_properties", text="Debug Properties")
col.itemR(gs, "show_framerate_profile", text="Framerate and Profile")
col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
col.itemR(gs, "deprecation_warnings")
col = split.column()
col.itemL(text="Render:")
col.itemR(gs, "all_frames")
col.itemR(gs, "display_lists")
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class RENDER_PT_game_sound(RenderButtonsPanel):
bl_label = "Sound"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.itemR(scene, "distance_model")
layout.itemR(scene, "speed_of_sound", text="Speed")
layout.itemR(scene, "doppler_factor")
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bpy.types.register(RENDER_PT_game)
bpy.types.register(RENDER_PT_game_player)
bpy.types.register(RENDER_PT_game_stereo)
bpy.types.register(RENDER_PT_game_shading)
bpy.types.register(RENDER_PT_game_performance)
bpy.types.register(RENDER_PT_game_sound)
class WorldButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class WORLD_PT_game_context_world(WorldButtonsPanel):
bl_label = ""
bl_show_header = False
def poll(self, context):
rd = context.scene.render_data
return (context.scene) and (rd.use_game_engine)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_game_world(WorldButtonsPanel):
bl_label = "World"
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.column().itemR(world, "horizon_color")
row.column().itemR(world, "ambient_color")
layout.itemR(world.mist, "enabled", text="Mist")
row = layout.column_flow()
row.active = world.mist.enabled
row.itemR(world.mist, "start")
row.itemR(world.mist, "depth")
class WORLD_PT_game_physics(WorldButtonsPanel):
bl_label = "Physics"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
layout.itemR(gs, "physics_engine")
if gs.physics_engine != 'NONE':
layout.itemR(gs, "physics_gravity", text="Gravity")
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
sub = col.column(align=True)
sub.itemR(gs, "physics_step_max", text="Max")
sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
col = layout.column()
col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
sub = col.column()
sub.active = gs.use_occlusion_culling
sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
bpy.types.register(WORLD_PT_game_context_world)
bpy.types.register(WORLD_PT_game_world)
bpy.types.register(WORLD_PT_game_physics)