forked from bartvdbraak/blender
Python UI Files:
* Panels only dedicated to the Game Engine, belong into properties_game.py.
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@ -187,57 +187,6 @@ class DATA_PT_sunsky(DataButtonsPanel, Panel):
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sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering")
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sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction")
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class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Shadow"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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COMPAT_LIGHTS = {'SPOT', 'SUN'}
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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lamp = context.lamp
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self.layout.prop(lamp, "use_shadow", text="")
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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split = layout.split()
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col = split.column()
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col.prop(lamp, "shadow_color", text="")
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col = split.column()
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col.prop(lamp, "use_shadow_layer", text="This Layer Only")
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col.prop(lamp, "use_only_shadow")
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col = layout.column()
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col.label("Buffer Type:")
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col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
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col.label("Quality:")
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col = layout.column(align=True)
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col.prop(lamp, "shadow_buffer_size", text="Size")
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col.prop(lamp, "shadow_buffer_bias", text="Bias")
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col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
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row = layout.row()
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row.label("Clipping:")
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row = layout.row(align=True)
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row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
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row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
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if lamp.type == 'SUN':
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row = layout.row()
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row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
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layout.active = lamp.use_shadow
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class DATA_PT_shadow(DataButtonsPanel, Panel):
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bl_label = "Shadow"
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@ -653,5 +653,63 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
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layout.prop(gs, "level_height")
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layout.prop(gs, "show_obstacle_simulation")
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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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class DATA_PT_shadow_game(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Shadow"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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COMPAT_LIGHTS = {'SPOT', 'SUN'}
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lamp = context.lamp
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engine = context.scene.render.engine
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return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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lamp = context.lamp
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self.layout.prop(lamp, "use_shadow", text="")
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def draw(self, context):
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layout = self.layout
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lamp = context.lamp
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layout.active = lamp.use_shadow
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split = layout.split()
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col = split.column()
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col.prop(lamp, "shadow_color", text="")
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col = split.column()
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col.prop(lamp, "use_shadow_layer", text="This Layer Only")
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col.prop(lamp, "use_only_shadow")
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col = layout.column()
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col.label("Buffer Type:")
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col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True)
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col.label("Quality:")
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col = layout.column(align=True)
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col.prop(lamp, "shadow_buffer_size", text="Size")
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col.prop(lamp, "shadow_buffer_bias", text="Bias")
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col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias")
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row = layout.row()
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row.label("Clipping:")
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row = layout.row(align=True)
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row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
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row.prop(lamp, "shadow_buffer_clip_end", text="Clip End")
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if lamp.type == 'SUN':
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row = layout.row()
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row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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