blender/release/scripts/startup/bl_ui/properties_game.py
Alexander Romanov fe44eacf78 Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer.
It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes.

It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine.

Before:
{F113921}

After:
{F113922}

Example file: {F319013}

Original author: valentin_b4w

Alexander (Blend4Web Team)

Reviewers: valentin_b4w, campbellbarton, merwin, brecht

Reviewed By: brecht

Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin

Projects: #rendering, #opengl_gfx

Differential Revision: https://developer.blender.org/D810
2016-07-04 11:01:32 +03:00

859 lines
26 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, Menu
class PhysicsButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
ob = context.active_object
rd = context.scene.render
return ob and ob.game and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
ob = context.active_object
game = ob.game
soft = ob.game.soft_body
layout.prop(game, "physics_type")
layout.separator()
physics_type = game.physics_type
if physics_type == 'CHARACTER':
layout.prop(game, "use_actor")
layout.prop(ob, "hide_render", text="Invisible") # out of place but useful
layout.prop(game, "step_height", slider=True)
layout.prop(game, "jump_speed")
layout.prop(game, "fall_speed")
layout.prop(game, "jump_max")
elif physics_type in {'DYNAMIC', 'RIGID_BODY'}:
split = layout.split()
col = split.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
col.prop(ob, "hide_render", text="Invisible") # out of place but useful
col = split.column()
col.prop(game, "use_material_physics_fh")
col.prop(game, "use_rotate_from_normal")
col.prop(game, "use_sleep")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Attributes:")
col.prop(game, "mass")
col.prop(game, "radius")
col.prop(game, "form_factor")
col = split.column()
sub = col.column()
sub.prop(game, "use_anisotropic_friction")
subsub = sub.column()
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
split = layout.split()
col = split.column()
col.label(text="Linear velocity:")
sub = col.column(align=True)
sub.prop(game, "velocity_min", text="Minimum")
sub.prop(game, "velocity_max", text="Maximum")
col.label(text="Angular velocity:")
sub = col.column(align=True)
sub.prop(game, "angular_velocity_min", text="Minimum")
sub.prop(game, "angular_velocity_max", text="Maximum")
col = split.column()
col.label(text="Damping:")
sub = col.column(align=True)
sub.prop(game, "damping", text="Translation", slider=True)
sub.prop(game, "rotation_damping", text="Rotation", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Lock Translation:")
col.prop(game, "lock_location_x", text="X")
col.prop(game, "lock_location_y", text="Y")
col.prop(game, "lock_location_z", text="Z")
if physics_type == 'RIGID_BODY':
col = split.column()
col.label(text="Lock Rotation:")
col.prop(game, "lock_rotation_x", text="X")
col.prop(game, "lock_rotation_y", text="Y")
col.prop(game, "lock_rotation_z", text="Z")
elif physics_type == 'SOFT_BODY':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
col.prop(ob, "hide_render", text="Invisible")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Attributes:")
col.prop(game, "mass")
# disabled in the code
# col.prop(soft, "weld_threshold")
col.prop(soft, "location_iterations")
col.prop(soft, "linear_stiffness", slider=True)
col.prop(soft, "dynamic_friction", slider=True)
col.prop(soft, "collision_margin", slider=True)
col.prop(soft, "use_bending_constraints", text="Bending Constraints")
col = split.column()
col.prop(soft, "use_shape_match")
sub = col.column()
sub.active = soft.use_shape_match
sub.prop(soft, "shape_threshold", slider=True)
col.separator()
col.label(text="Cluster Collision:")
col.prop(soft, "use_cluster_rigid_to_softbody")
col.prop(soft, "use_cluster_soft_to_softbody")
sub = col.column()
sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
sub.prop(soft, "cluster_iterations", text="Iterations")
elif physics_type == 'STATIC':
col = layout.column()
col.prop(game, "use_actor")
col.prop(game, "use_ghost")
col.prop(game, "use_record_animation")
col.prop(ob, "hide_render", text="Invisible")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Attributes:")
col.prop(game, "radius")
col = split.column()
sub = col.column()
sub.prop(game, "use_anisotropic_friction")
subsub = sub.column()
subsub.active = game.use_anisotropic_friction
subsub.prop(game, "friction_coefficients", text="", slider=True)
elif physics_type == 'SENSOR':
col = layout.column()
col.prop(game, "use_actor", text="Detect Actors")
col.prop(ob, "hide_render", text="Invisible")
elif physics_type in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDER'}:
layout.prop(ob, "hide_render", text="Invisible")
elif physics_type == 'NAVMESH':
layout.operator("mesh.navmesh_face_copy")
layout.operator("mesh.navmesh_face_add")
layout.separator()
layout.operator("mesh.navmesh_reset")
layout.operator("mesh.navmesh_clear")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
bl_label = "Collision Bounds"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
game = context.object.game
rd = context.scene.render
return (rd.engine in cls.COMPAT_ENGINES) \
and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'CHARACTER', 'SOFT_BODY'})
def draw_header(self, context):
game = context.active_object.game
self.layout.prop(game, "use_collision_bounds", text="")
def draw(self, context):
layout = self.layout
game = context.active_object.game
split = layout.split()
split.active = game.use_collision_bounds
col = split.column()
col.prop(game, "collision_bounds_type", text="Bounds")
row = col.row()
row.prop(game, "collision_margin", text="Margin", slider=True)
sub = row.row()
sub.active = game.physics_type not in {'SOFT_BODY', 'CHARACTER'}
sub.prop(game, "use_collision_compound", text="Compound")
layout.separator()
split = layout.split()
col = split.column()
col.prop(game, "collision_group")
col = split.column()
col.prop(game, "collision_mask")
class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
bl_label = "Create Obstacle"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
game = context.object.game
rd = context.scene.render
return (rd.engine in cls.COMPAT_ENGINES) \
and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'SOFT_BODY', 'CHARACTER', 'NO_COLLISION'})
def draw_header(self, context):
game = context.active_object.game
self.layout.prop(game, "use_obstacle_create", text="")
def draw(self, context):
layout = self.layout
game = context.active_object.game
layout.active = game.use_obstacle_create
row = layout.row()
row.prop(game, "obstacle_radius", text="Radius")
row.label()
class RenderButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
@classmethod
def poll(cls, context):
rd = context.scene.render
return (rd.engine in cls.COMPAT_ENGINES)
class RENDER_PT_embedded(RenderButtonsPanel, Panel):
bl_label = "Embedded Player"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
row = layout.row()
row.operator("view3d.game_start", text="Start")
row.label()
row = layout.row()
row.label(text="Resolution:")
row = layout.row(align=True)
row.prop(rd, "resolution_x", slider=False, text="X")
row.prop(rd, "resolution_y", slider=False, text="Y")
class RENDER_PT_game_player(RenderButtonsPanel, Panel):
bl_label = "Standalone Player"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
import sys
layout = self.layout
not_osx = sys.platform != "darwin"
gs = context.scene.game_settings
row = layout.row()
row.operator("wm.blenderplayer_start", text="Start")
row.label()
row = layout.row()
row.label(text="Resolution:")
row = layout.row(align=True)
row.active = not_osx or not gs.show_fullscreen
row.prop(gs, "resolution_x", slider=False, text="X")
row.prop(gs, "resolution_y", slider=False, text="Y")
row = layout.row()
col = row.column()
col.prop(gs, "show_fullscreen")
if not_osx:
col = row.column()
col.prop(gs, "use_desktop")
col.active = gs.show_fullscreen
col = layout.column()
col.label(text="Quality:")
col.prop(gs, "samples")
col = layout.column(align=True)
col.prop(gs, "depth", text="Bit Depth", slider=False)
col.prop(gs, "frequency", text="Refresh Rate", slider=False)
class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
bl_label = "Stereo"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
stereo_mode = gs.stereo
# stereo options:
layout.prop(gs, "stereo", expand=True)
# stereo:
if stereo_mode == 'STEREO':
layout.prop(gs, "stereo_mode")
layout.prop(gs, "stereo_eye_separation")
# dome:
elif stereo_mode == 'DOME':
layout.prop(gs, "dome_mode", text="Dome Type")
dome_type = gs.dome_mode
split = layout.split()
if dome_type in {'FISHEYE', 'TRUNCATED_REAR', 'TRUNCATED_FRONT'}:
col = split.column()
col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col.prop(gs, "dome_angle", slider=True)
col = split.column()
col.prop(gs, "dome_tessellation", text="Tessellation")
col.prop(gs, "dome_tilt")
elif dome_type == 'PANORAM_SPH':
col = split.column()
col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col = split.column()
col.prop(gs, "dome_tessellation", text="Tessellation")
else: # cube map
col = split.column()
col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
col = split.column()
layout.prop(gs, "dome_text")
class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
layout.prop(gs, "material_mode", expand=True)
if gs.material_mode == 'GLSL':
split = layout.split()
col = split.column()
col.prop(gs, "use_glsl_lights", text="Lights")
col.prop(gs, "use_glsl_shaders", text="Shaders")
col.prop(gs, "use_glsl_shadows", text="Shadows")
col.prop(gs, "use_glsl_environment_lighting", text="Environment Lighting")
col = split.column()
col.prop(gs, "use_glsl_ramps", text="Ramps")
col.prop(gs, "use_glsl_nodes", text="Nodes")
col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
class RENDER_PT_game_system(RenderButtonsPanel, Panel):
bl_label = "System"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
col = layout.column()
row = col.row()
col = row.column()
col.prop(gs, "use_frame_rate")
col.prop(gs, "use_restrict_animation_updates")
col.prop(gs, "use_material_caching")
col = row.column()
col.prop(gs, "use_display_lists")
col.active = gs.raster_storage != 'VERTEX_BUFFER_OBJECT'
row = layout.row()
row.prop(gs, "vsync")
row = layout.row()
row.prop(gs, "raster_storage")
row = layout.row()
row.label("Exit Key")
row.prop(gs, "exit_key", text="", event=True)
class RENDER_PT_game_display(RenderButtonsPanel, Panel):
bl_label = "Display"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
layout.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
flow = layout.column_flow()
flow.prop(gs, "show_debug_properties", text="Debug Properties")
flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
flow.prop(gs, "use_deprecation_warnings")
flow.prop(gs, "show_mouse", text="Mouse Cursor")
col = layout.column()
col.label(text="Framing:")
col.row().prop(gs, "frame_type", expand=True)
if gs.frame_type == 'LETTERBOX':
col.prop(gs, "frame_color", text="")
class SceneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
bl_label = "Navigation mesh"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene and scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
rd = context.scene.game_settings.recast_data
layout.operator("mesh.navmesh_make", text="Build navigation mesh")
col = layout.column()
col.label(text="Rasterization:")
row = col.row()
row.prop(rd, "cell_size")
row.prop(rd, "cell_height")
col = layout.column()
col.label(text="Agent:")
split = col.split()
col = split.column()
col.prop(rd, "agent_height", text="Height")
col.prop(rd, "agent_radius", text="Radius")
col = split.column()
col.prop(rd, "slope_max")
col.prop(rd, "climb_max")
col = layout.column()
col.label(text="Region:")
row = col.row()
row.prop(rd, "region_min_size")
if rd.partitioning != 'LAYERS':
row.prop(rd, "region_merge_size")
col = layout.column()
col.prop(rd, "partitioning")
col = layout.column()
col.label(text="Polygonization:")
split = col.split()
col = split.column()
col.prop(rd, "edge_max_len")
col.prop(rd, "edge_max_error")
split.prop(rd, "verts_per_poly")
col = layout.column()
col.label(text="Detail Mesh:")
row = col.row()
row.prop(rd, "sample_dist")
row.prop(rd, "sample_max_error")
class SCENE_PT_game_hysteresis(SceneButtonsPanel, Panel):
bl_label = "Level of Detail"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene and scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
row = layout.row()
row.prop(gs, "use_scene_hysteresis", text="Hysteresis")
row = layout.row()
row.active = gs.use_scene_hysteresis
row.prop(gs, "scene_hysteresis_percentage", text="")
class WorldButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
class WORLD_PT_game_context_world(WorldButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
rd = context.scene.render
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, Panel):
bl_label = "World"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.column().prop(world, "horizon_color")
row.column().prop(world, "zenith_color")
row.column().prop(world, "ambient_color")
class WORLD_PT_game_environment_lighting(WorldButtonsPanel, Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.light_settings
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_game_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
layout.prop(world.mist_settings, "falloff")
row = layout.row(align=True)
row.prop(world.mist_settings, "start")
row.prop(world.mist_settings, "depth")
layout.prop(world.mist_settings, "intensity", text="Minimum Intensity")
class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
layout.prop(gs, "physics_engine", text="Engine")
if gs.physics_engine != 'NONE':
layout.prop(gs, "physics_gravity", text="Gravity")
split = layout.split()
col = split.column()
col.label(text="Physics Steps:")
sub = col.column(align=True)
sub.prop(gs, "physics_step_max", text="Max")
sub.prop(gs, "physics_step_sub", text="Substeps")
col.prop(gs, "fps", text="FPS")
col = split.column()
col.label(text="Logic Steps:")
col.prop(gs, "logic_step_max", text="Max")
col = layout.column()
col.label(text="Physics Deactivation:")
sub = col.row(align=True)
sub.prop(gs, "deactivation_linear_threshold", text="Linear Threshold")
sub.prop(gs, "deactivation_angular_threshold", text="Angular Threshold")
sub = col.row()
sub.prop(gs, "deactivation_time", text="Time")
col = layout.column()
col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
sub = col.column()
sub.active = gs.use_occlusion_culling
sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
col = split.column()
col.label(text="Physics Steps:")
col.prop(gs, "fps", text="FPS")
col = split.column()
col.label(text="Logic Steps:")
col.prop(gs, "logic_step_max", text="Max")
class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
bl_label = "Obstacle simulation"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
scene = context.scene
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
gs = context.scene.game_settings
layout.prop(gs, "obstacle_simulation", text="Type")
if gs.obstacle_simulation != 'NONE':
layout.prop(gs, "level_height")
layout.prop(gs, "show_obstacle_simulation")
class DataButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
class DATA_PT_shadow_game(DataButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
COMPAT_LIGHTS = {'SPOT', 'SUN'}
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
lamp = context.lamp
self.layout.prop(lamp, "use_shadow", text="")
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.active = lamp.use_shadow
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
if lamp.type == 'SUN':
col.prop(lamp, "show_shadow_box")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
col = layout.column()
col.label("Buffer Type:")
col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
col.label("Quality:")
col = layout.column(align=True)
col.prop(lamp, "shadow_buffer_size", text="Size")
col.prop(lamp, "shadow_buffer_bias", text="Bias")
col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
row = layout.row()
row.label("Clipping:")
row = layout.row(align=True)
row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
if lamp.type == 'SUN':
row = layout.row()
row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
class ObjectButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class OBJECT_MT_lod_tools(Menu):
bl_label = "Level Of Detail Tools"
def draw(self, context):
layout = self.layout
layout.operator("object.lod_by_name", text="Set By Name")
layout.operator("object.lod_generate", text="Generate")
layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
bl_label = "Levels of Detail"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.scene.render.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
ob = context.object
gs = context.scene.game_settings
col = layout.column()
for i, level in enumerate(ob.lod_levels):
if i == 0:
continue
box = col.box()
row = box.row()
row.prop(level, "object", text="")
row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
row = box.row()
row.prop(level, "distance")
row = row.row(align=True)
row.prop(level, "use_mesh", text="")
row.prop(level, "use_material", text="")
row = box.row()
row.active = gs.use_scene_hysteresis
row.prop(level, "use_object_hysteresis", text="Hysteresis Override")
row = box.row()
row.active = gs.use_scene_hysteresis and level.use_object_hysteresis
row.prop(level, "object_hysteresis_percentage", text="")
row = col.row(align=True)
row.operator("object.lod_add", text="Add", icon='ZOOMIN')
row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)