BGE: removing remaining reference to sce->world->gravity/physics/... (it's all in sce->gm now) + Dome UI changes

UI changes: splitting dome options for different dome modes (eg angle doesn't work for envmap mode)
if anyone wants to tweak that, feel free to do it.

* I put a remaining to bring setEyeSeparation + Focal Length to the Stereo GUI. I'm still not sure what would be the default parameters for that, and that will require other changes (eg remove the flag m_setfocallength and m_seteyesep). For so far only a label remind :)
This commit is contained in:
Dalai Felinto 2009-08-07 03:06:32 +00:00
parent 7c8c83f30d
commit 77d79ffb5d
2 changed files with 52 additions and 63 deletions

@ -176,21 +176,38 @@ class SCENE_PT_game_stereo(SceneButtonsPanel):
# 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:
if stereo_mode == 'DOME':
elif stereo_mode == 'DOME':
layout.itemR(gs, "dome_mode", text="Dome Type")
dome_type = gs.dome_mode
split=layout.split()
col=split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tesselation", text="Tesselation")
col=split.column()
col.itemR(gs, "dome_tilt")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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")
bpy.types.register(SCENE_PT_game)
@ -246,30 +263,6 @@ class WORLD_PT_game_world(WorldButtonsPanel):
row.itemR(world.mist, "start")
row.itemR(world.mist, "depth")
"""
class WORLD_PT_game(WorldButtonsPanel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
__label__ = "Game Settings"
def draw(self, context):
layout = self.layout
world = context.world
flow = layout.column_flow()
flow.itemR(world, "physics_engine")
flow.itemR(world, "physics_gravity")
flow.itemR(world, "game_fps")
flow.itemR(world, "game_logic_step_max")
flow.itemR(world, "game_physics_substep")
flow.itemR(world, "game_physics_step_max")
flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
flow.itemR(world, "game_occlusion_culling_resolution")
"""
class WORLD_PT_game_physics(WorldButtonsPanel):
__label__ = "Physics"

@ -260,38 +260,34 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene,
if (blenderscene)
{
if (blenderscene->world)
switch (blenderscene->gm.physicsEngine)
{
switch (blenderscene->world->physicsEngine)
case WOPHY_BULLET:
{
case WOPHY_BULLET:
{
physics_engine = UseBullet;
useDbvtCulling = (blenderscene->world->mode & WO_DBVT_CULLING) != 0;
break;
}
case WOPHY_ODE:
{
physics_engine = UseODE;
break;
}
case WOPHY_DYNAMO:
{
physics_engine = UseDynamo;
break;
}
case WOPHY_SUMO:
{
physics_engine = UseSumo;
break;
}
case WOPHY_NONE:
{
physics_engine = UseNone;
}
physics_engine = UseBullet;
useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
break;
}
case WOPHY_ODE:
{
physics_engine = UseODE;
break;
}
case WOPHY_DYNAMO:
{
physics_engine = UseDynamo;
break;
}
case WOPHY_SUMO:
{
physics_engine = UseSumo;
break;
}
case WOPHY_NONE:
{
physics_engine = UseNone;
}
}
}