forked from bartvdbraak/blender
159806140f
Folders removed entirely: * //extern/recastnavigation * //intern/decklink * //intern/moto * //source/blender/editors/space_logic * //source/blenderplayer * //source/gameengine This includes DNA data and any reference to the BGE code in Blender itself. We are bumping the subversion. Pending tasks: * Tile/clamp code in image editor draw code. * Viewport drawing code (so much of this will go away because of BI removal that we can wait until then to remove this.
137 lines
3.8 KiB
Python
137 lines
3.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class DataButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.speaker and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_speaker(DataButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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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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speaker = context.speaker
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space = context.space_data
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "data")
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elif speaker:
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split.template_ID(space, "pin_id")
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class DATA_PT_speaker(DataButtonsPanel, Panel):
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bl_label = "Sound"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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speaker = context.speaker
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split = layout.split(percentage=0.75)
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split.template_ID(speaker, "sound", open="sound.open_mono")
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split.prop(speaker, "muted")
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row = layout.row()
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row.prop(speaker, "volume")
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row.prop(speaker, "pitch")
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class DATA_PT_distance(DataButtonsPanel, Panel):
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bl_label = "Distance"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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speaker = context.speaker
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split = layout.split()
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col = split.column()
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col.label("Volume:")
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col.prop(speaker, "volume_min", text="Minimum")
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col.prop(speaker, "volume_max", text="Maximum")
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col.prop(speaker, "attenuation")
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col = split.column()
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col.label("Distance:")
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col.prop(speaker, "distance_max", text="Maximum")
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col.prop(speaker, "distance_reference", text="Reference")
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class DATA_PT_cone(DataButtonsPanel, Panel):
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bl_label = "Cone"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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speaker = context.speaker
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split = layout.split()
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col = split.column()
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col.label("Angle:")
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col.prop(speaker, "cone_angle_outer", text="Outer")
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col.prop(speaker, "cone_angle_inner", text="Inner")
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col = split.column()
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col.label("Volume:")
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col.prop(speaker, "cone_volume_outer", text="Outer")
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class DATA_PT_custom_props_speaker(DataButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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_context_path = "object.data"
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_property_type = bpy.types.Speaker
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classes = (
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DATA_PT_context_speaker,
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DATA_PT_speaker,
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DATA_PT_distance,
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DATA_PT_cone,
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DATA_PT_custom_props_speaker,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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