Fixing bugs after Recast & Detour branch merge!!

* The new NAVMESH Modifier did not show any buttons, console printed errors instead! 
* Poll of "PHYSICS_PT_game_obstacles" panel caused errors as well, self instead of cls was used as argument.
* Check to show/hide buttons in "WORLD_PT_game_physics_obstacles" panel did not worked due to wrong ENUM identifier ('None' instead if 'NONE')
* Moved "SCENE_PT_navmesh" panel out of properties_scene.py into the properties_game.py where it belongs and renamed it. Also, don't use abreviations in Panel Headers (Navmesh > Navigaion Mesh)
* Code cleanup, removed unnescecary code. 
* bpy.types.Panel > Panel
This commit is contained in:
Thomas Dinges 2011-09-09 22:47:26 +00:00
parent a7f3e347b7
commit 015813642b
3 changed files with 68 additions and 85 deletions

@ -380,12 +380,9 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
col.prop(md, "mirror_object", text="")
def NAVMESH(self, layout, ob, md):
split = layout.split()
if ob.mode == 'EDIT':
col = split.column()
col.operator("object.assign_navpolygon", text="Assign poly idx")
col = split.column()
col.operator("object.assign_new_navpolygon", text="Assign new poly idx")
row = layout.row()
row.operator("object.assign_navpolygon", text="Assign poly idx")
row.operator("object.assign_new_navpolygon", text="Assign new poly idx")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)

@ -195,12 +195,12 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
row.prop(game, "collision_margin", text="Margin", slider=True)
row.prop(game, "use_collision_compound", text="Compound")
class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, bpy.types.Panel):
bl_label = "Create obstacle"
class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
bl_label = "Create Obstacle"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(self, context):
def poll(cls, context):
game = context.object.game
rd = context.scene.render
return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine in cls.COMPAT_ENGINES)
@ -217,9 +217,9 @@ class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, bpy.types.Panel):
layout.active = game.create_obstacle
split = layout.split()
col = split.column()
col.prop(game, "obstacle_radius", text="Radius")
row = layout.row()
row.prop(game, "obstacle_radius", text="Radius")
row.label()
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
@ -387,6 +387,63 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
flow.prop(gs, "use_deprecation_warnings")
flow.prop(gs, "show_mouse", text="Mouse Cursor")
class SceneButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Navigation mesh"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
rd = context.scene.game_settings.recast_data
layout.operator("object.create_navmesh", 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, "max_slope")
col.prop(rd, "max_climb")
col = layout.column()
col.label(text="Region:")
row = col.row()
row.prop(rd, "region_min_size")
row.prop(rd, "region_merge_size")
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 WorldButtonsPanel():
@ -512,7 +569,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
col.label(text="Logic Steps:")
col.prop(gs, "logic_step_max", text="Max")
class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, bpy.types.Panel):
class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
bl_label = "Obstacle simulation"
COMPAT_ENGINES = {'BLENDER_GAME'}
@ -522,7 +579,7 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, bpy.types.Panel):
gs = context.scene.game_settings
layout.prop(gs, "obstacle_simulation", text = "Type")
if gs.obstacle_simulation != 'None':
if gs.obstacle_simulation != 'NONE':
layout.prop(gs, "level_height")
layout.prop(gs, "show_obstacle_simulation")

@ -331,76 +331,5 @@ class ANIM_OT_keying_set_export(Operator):
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
class SCENE_PT_navmesh(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Navmesh"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
rd = context.scene.game_settings.recast_data
layout.operator("object.create_navmesh", text='Build navigation mesh')
layout.label(text="Rasterization:")
split = layout.split()
col = split.column()
col.prop(rd, "cell_size")
col = split.column()
col.prop(rd, "cell_height")
layout.separator()
layout.label(text="Agent:")
split = layout.split()
col = split.column()
row = col.row()
row.prop(rd, "agent_height")
row = col.row()
row.prop(rd, "agent_radius")
col = split.column()
row = col.row()
row.prop(rd, "max_slope")
row = col.row()
row.prop(rd, "max_climb")
layout.separator()
layout.label(text="Region:")
split = layout.split()
col = split.column()
col.prop(rd, "region_min_size")
col = split.column()
col.prop(rd, "region_merge_size")
layout.separator()
layout.label(text="Polygonization:")
split = layout.split()
col = split.column()
row = col.row()
row.prop(rd, "edge_max_len")
row = col.row()
row.prop(rd, "edge_max_error")
col = split.column()
row = col.row()
row.prop(rd, "verts_per_poly")
layout.separator()
layout.label(text="Detail Mesh:")
split = layout.split()
col = split.column()
col.prop(rd, "sample_dist")
col = split.column()
col.prop(rd, "sample_max_error")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)