blender/release/ui/buttons_game.py
Thomas Dinges b666f55e0e 2.5 Layout files:
* Removed __idname__ from all panels. 
Note: Operator classes still need that id. Don't remove it there.
2009-07-26 16:31:48 +00:00

310 lines
8.0 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:")
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):
__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):
__show_header__ = False
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)