blender/release/ui/buttons_game.py
Brecht Van Lommel 366a64959c 2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.

* Top header now has an engine menu, to choose between the blender
  render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
  only properties that work in the game engine, and similarly for
  the render engine.
* Moved panels from the logic space and game tabs to the physics,
  scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
  specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00

312 lines
8.1 KiB
Python

import bpy
class PhysicsButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__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):
__idname__ = "PHYSICS_PT_game_physics"
__label__ = "Physics"
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
layout.itemR(game, "physics_type")
layout.itemS()
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, "do_fh", text="Use Material Physics")
col.itemR(game, "rotation_fh", text="Rotate From Normal")
col.itemR(game, "no_sleeping")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Attributes:")
colsub = col.column(align=True)
colsub.itemR(game, "mass")
colsub.itemR(game, "radius")
colsub.itemR(game, "form_factor")
col.itemS()
col.itemL(text="Damping:")
colsub = col.column(align=True)
colsub.itemR(game, "damping", text="Translation", slider=True)
colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
col = split.column()
col.itemL(text="Velocity:")
colsub = col.column(align=True)
colsub.itemR(game, "minimum_velocity", text="Minimum")
colsub.itemR(game, "maximum_velocity", text="Maximum")
col.itemS()
col.itemR(game, "anisotropic_friction")
colsub = col.column()
colsub.active = game.anisotropic_friction
colsub.itemR(game, "friction_coefficients", text="", slider=True)
layout.itemS()
split = layout.split()
sub = split.column()
sub.itemL(text="Lock Translation:")
sub.itemR(game, "lock_x_axis", text="X")
sub.itemR(game, "lock_y_axis", text="Y")
sub.itemR(game, "lock_z_axis", text="Z")
sub = split.column()
sub.itemL(text="Lock Rotation:")
sub.itemR(game, "lock_x_rot_axis", text="X")
sub.itemR(game, "lock_y_rot_axis", text="Y")
sub.itemR(game, "lock_z_rot_axis", text="Z")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
__idname__ = "PHYSICS_PT_game_collision_bounds"
__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
layout.active = game.use_collision_bounds
layout.itemR(game, "collision_bounds", text="Bounds")
split = layout.split()
sub = split.column()
sub.itemR(game, "collision_compound", text="Compound")
sub = split.column()
sub.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
class SceneButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "scene"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class SCENE_PT_game(SceneButtonsPanel):
__label__ = "Game"
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
row = layout.row()
row.itemO("view3d.game_start", text="Start")
row.itemL()
class SCENE_PT_game_player(SceneButtonsPanel):
__label__ = "Player"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
row = layout.row()
row.itemR(gs, "fullscreen")
split = layout.split()
col = split.column()
col.itemL(text="Resolution:")
colsub = col.column(align=True)
colsub.itemR(gs, "resolution_x", slider=False, text="X")
colsub.itemR(gs, "resolution_y", slider=False, text="Y")
col = split.column()
col.itemL(text="Quality:")
colsub = col.column(align=True)
colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
colsub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
colsub = col.column()
colsub.itemR(gs, "framing_color", text="")
class SCENE_PT_game_stereo(SceneButtonsPanel):
__label__ = "Stereo"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
# stereo options:
col= layout.column()
row = col.row()
row.itemR(gs, "stereo", expand=True)
stereo_mode = gs.stereo
# stereo:
if stereo_mode == 'STEREO':
row = layout.row()
row.itemR(gs, "stereo_mode")
# dome:
if stereo_mode == 'DOME':
row = layout.row()
row.itemR(gs, "dome_mode", text="Dome Type")
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)
col=layout.column()
col.itemR(gs, "dome_text")
bpy.types.register(SCENE_PT_game)
bpy.types.register(SCENE_PT_game_player)
bpy.types.register(SCENE_PT_game_stereo)
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "world"
def poll(self, context):
rd = context.scene.render_data
return (rd.engine == 'BLENDER_GAME')
class WORLD_PT_game_context_world(WorldButtonsPanel):
__no_header__ = True
def poll(self, context):
rd = context.scene.render_data
return (context.scene != None) 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):
__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(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"
def draw(self, context):
layout = self.layout
gs = context.scene.game_data
flow = layout.column_flow()
flow.itemR(gs, "physics_engine")
if gs.physics_engine != "NONE":
flow.itemR(gs, "physics_gravity", text="Gravity")
split = layout.split()
col = split.column()
col.itemL(text="Physics Steps:")
colsub = col.column(align=True)
colsub.itemR(gs, "physics_step_max", text="Max")
colsub.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.itemS()
col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
colsub = col.column()
colsub.active = gs.use_occlusion_culling
colsub.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)