blender/release/scripts/ui/properties_game.py
Campbell Barton 41c0236aaa GPL2 header from firebird (without disclaimer), notice theres no copyright attributed and only the GPLv2 (without the v2 or later clause).
Contributors list isnt used much in our C code so probably its easier if people just use svn blame for this.

Can change if this isnt acceptable but I guessed people didnt care so much since most scripts had no header.
2009-10-31 20:16:59 +00:00

423 lines
13 KiB
Python

# 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.
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)
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')
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()
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="")
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")
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")
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")
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")
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)