forked from bartvdbraak/blender
81 lines
2.0 KiB
Python
81 lines
2.0 KiB
Python
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)
|