9a9d118bbf
Logic Panel: - world settings (moved from world) ... that includes physic engine selection + gravity - game player (from gamesettings, it wasn't wrapped) - stereo/dome (from gamesettings, it wasn't wrapped) ... separated stereom into stereoflag and stereomode - properties ... (didn't touch it) Buttons Game Panel: (wip panel) - Physics (moved from Logic Panel) ... it will be a datablock in the future (right Campbell ?) - Material Physics (not currently implemented) ... a datablock link to the materials of an object + the dynamic physic variables * NOTE: in readfile.c::do_version I couldn't do if(scene->world). There is something wrong with scenes with an unlinked world. So so far we are ignoring the old values....
118 lines
2.8 KiB
Python
118 lines
2.8 KiB
Python
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import bpy
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class GameButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "game"
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class GAME_PT_context_game(GameButtonsPanel):
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__idname__ = "GAME_PT_context_game"
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__no_header__ = True
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def draw(self, context):
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layout = self.layout
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ob = context.object
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game = context.game
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split = layout.split(percentage=0.06)
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split.itemL(text="", icon="ICON_GAME")
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split.itemR(game, "name", text="")
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class GAME_PT_data(GameButtonsPanel):
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__idname__ = "GAME_PT_data"
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__label__ = "Data"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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game = context.game
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class GAME_PT_physics(GameButtonsPanel):
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__idname__ = "GAME_PT_physics"
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__label__ = "Physics"
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def poll(self, context):
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ob = context.active_object
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return ob and ob.game
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def draw(self, context):
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layout = self.layout
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ob = context.active_object
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game = ob.game
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flow = layout.column_flow()
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flow.active = True
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flow.itemR(game, "physics_type")
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flow.itemR(game, "actor")
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row = layout.row()
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row.itemR(game, "ghost")
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row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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flow = layout.column_flow()
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flow.itemR(game, "mass")
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flow.itemR(game, "radius")
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flow.itemR(game, "no_sleeping")
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flow.itemR(game, "damping")
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flow.itemR(game, "rotation_damping")
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flow.itemR(game, "minimum_velocity")
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flow.itemR(game, "maximum_velocity")
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row = layout.row()
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row.itemR(game, "do_fh")
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row.itemR(game, "rotation_fh")
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flow = layout.column_flow()
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flow.itemR(game, "form_factor")
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flow.itemR(game, "anisotropic_friction")
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flow = layout.column_flow()
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flow.active = game.anisotropic_friction
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flow.itemR(game, "friction_coefficients")
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split = layout.split()
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sub = split.column()
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sub.itemR(game, "lock_x_axis")
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sub.itemR(game, "lock_y_axis")
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sub.itemR(game, "lock_z_axis")
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sub = split.column()
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sub.itemR(game, "lock_x_rot_axis")
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sub.itemR(game, "lock_y_rot_axis")
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sub.itemR(game, "lock_z_rot_axis")
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class GAME_PT_collision_bounds(GameButtonsPanel):
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__idname__ = "GAME_PT_collision_bounds"
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__label__ = "Collision Bounds"
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def poll(self, context):
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ob = context.active_object
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return ob and ob.game
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def draw_header(self, context):
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layout = self.layout
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ob = context.active_object
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game = ob.game
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layout.itemR(game, "use_collision_bounds", text="")
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def draw(self, context):
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layout = self.layout
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ob = context.scene.objects[0]
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game = ob.game
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flow = layout.column_flow()
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flow.active = game.use_collision_bounds
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flow.itemR(game, "collision_bounds")
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flow.itemR(game, "collision_compound")
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flow.itemR(game, "collision_margin")
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bpy.types.register(GAME_PT_context_game)
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bpy.types.register(GAME_PT_data)
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bpy.types.register(GAME_PT_physics)
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bpy.types.register(GAME_PT_collision_bounds) |