blender/release/ui/buttons_game.py
Dalai Felinto 77d79ffb5d 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 :)
2009-08-07 03:06:32 +00:00

311 lines
7.7 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):
__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:")
sub = col.column(align=True)
sub.itemR(game, "mass")
sub.itemR(game, "radius")
sub.itemR(game, "form_factor")
col.itemS()
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)
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.itemS()
col.itemR(game, "anisotropic_friction")
sub = col.column()
sub.active = game.anisotropic_friction
sub.itemR(game, "friction_coefficients", text="", 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")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
__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")
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 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
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)
sub = col.column()
sub.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_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")
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):
__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):
__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):
__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)