game logic UI script, physics could be broken up into more panels.

This commit is contained in:
Campbell Barton 2009-06-20 06:06:13 +00:00
parent 7785ead4eb
commit 3511d72488
2 changed files with 123 additions and 0 deletions

80
release/ui/space_logic.py Normal file

@ -0,0 +1,80 @@
import bpy
class LOGIC_PT_physics(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
__label__ = "Physics"
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
flow = layout.column_flow()
flow.active = True
flow.itemR(game, "physics_type")
flow.itemR(game, "actor")
row = layout.row()
row.itemR(game, "ghost")
row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
flow = layout.column_flow()
flow.itemR(game, "mass")
flow.itemR(game, "radius")
flow.itemR(game, "no_sleeping")
flow.itemR(game, "damping")
flow.itemR(game, "rotation_damping")
flow.itemR(game, "minimum_velocity")
flow.itemR(game, "maximum_velocity")
row = layout.row()
row.itemR(game, "do_fh")
row.itemR(game, "rotation_fh")
flow = layout.column_flow()
flow.itemR(game, "form_factor")
flow.itemR(game, "anisotropic_friction")
flow = layout.column_flow()
flow.active = game.anisotropic_friction
flow.itemR(game, "friction_coefficients")
split = layout.split()
sub = split.column()
sub.itemR(game, "lock_x_axis")
sub.itemR(game, "lock_y_axis")
sub.itemR(game, "lock_z_axis")
sub = split.column()
sub.itemR(game, "lock_x_rot_axis")
sub.itemR(game, "lock_y_rot_axis")
sub.itemR(game, "lock_z_rot_axis")
class LOGIC_PT_collision_bounds(bpy.types.Panel):
__space_type__ = "LOGIC_EDITOR"
__region_type__ = "UI"
__label__ = "Collision Bounds"
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
flow = layout.column_flow()
flow.active = game.use_collision_bounds
flow.itemR(game, "collision_bounds")
flow.itemR(game, "collision_compound")
flow.itemR(game, "collision_margin")
bpy.types.register(LOGIC_PT_physics)
bpy.types.register(LOGIC_PT_collision_bounds)

@ -522,6 +522,49 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
RNA_def_property_range(prop, 0.0, 1.0);
RNA_def_property_ui_text(prop, "Rotation Damping", "General rotation damping.");
prop= RNA_def_property(srna, "minimum_velocity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "min_vel");
RNA_def_property_range(prop, 0.0, 1000.0);
RNA_def_property_ui_text(prop, "Velocity Min", "Clamp velocity to this minimum speed (except when totally still).");
prop= RNA_def_property(srna, "maximum_velocity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "max_vel");
RNA_def_property_range(prop, 0.0, 1000.0);
RNA_def_property_ui_text(prop, "Velocity Max", "Clamp velocity to this maximum speed.");
/* lock position */
prop= RNA_def_property(srna, "lock_x_axis", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_X_AXIS);
RNA_def_property_ui_text(prop, "Lock X Axis", "Disable simulation of linear motion along the X axis.");
prop= RNA_def_property(srna, "lock_y_axis", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_Y_AXIS);
RNA_def_property_ui_text(prop, "Lock Y Axis", "Disable simulation of linear motion along the Y axis.");
prop= RNA_def_property(srna, "lock_z_axis", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_Z_AXIS);
RNA_def_property_ui_text(prop, "Lock Z Axis", "Disable simulation of linear motion along the Z axis.");
/* lock rotation */
prop= RNA_def_property(srna, "lock_x_rot_axis", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_X_ROT_AXIS);
RNA_def_property_ui_text(prop, "Lock X Rotation Axis", "Disable simulation of angular motion along the X axis.");
prop= RNA_def_property(srna, "lock_y_rot_axis", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_Y_ROT_AXIS);
RNA_def_property_ui_text(prop, "Lock Y Rotation Axis", "Disable simulation of angular motion along the Y axis.");
prop= RNA_def_property(srna, "lock_z_rot_axis", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag2", OB_LOCK_RIGID_BODY_Z_ROT_AXIS);
RNA_def_property_ui_text(prop, "Lock Z Rotation Axis", "Disable simulation of angular motion along the Z axis.");
/* is this used anywhere ? */
prop= RNA_def_property(srna, "use_activity_culling", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflag2", OB_NEVER_DO_ACTIVITY_CULLING);
RNA_def_property_ui_text(prop, "Lock Z Rotation Axis", "Disable simulation of angular motion along the Z axis.");
prop= RNA_def_property(srna, "do_fh", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "gameflag", OB_DO_FH);
RNA_def_property_ui_text(prop, "Do Fh", "Use Fh settings in materials.");