forked from bartvdbraak/blender
Code cleanup: Game Engine related panels belong into properties_game.py.
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@ -18,7 +18,7 @@
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from bpy.types import Panel, Menu
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class PhysicsButtonsPanel():
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@ -749,5 +749,55 @@ class DATA_PT_shadow_game(DataButtonsPanel, Panel):
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row.prop(lamp, "shadow_frustum_size", text="Frustum Size")
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class ObjectButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "object"
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class OBJECT_MT_lod_tools(Menu):
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bl_label = "Level Of Detail Tools"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.lod_by_name", text="Set By Name")
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layout.operator("object.lod_generate", text="Generate")
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layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
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class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
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bl_label = "Levels of Detail"
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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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return context.scene.render.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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ob = context.object
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col = layout.column()
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for i, level in enumerate(ob.lod_levels):
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if i == 0:
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continue
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box = col.box()
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row = box.row()
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row.prop(level, "object", text="")
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row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
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row = box.row()
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row.prop(level, "distance")
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row = row.row(align=True)
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row.prop(level, "use_mesh", text="")
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row.prop(level, "use_material", text="")
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row = col.row(align=True)
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row.operator("object.lod_add", text="Add", icon='ZOOMIN')
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row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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@ -18,7 +18,7 @@
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel
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from bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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@ -125,50 +125,6 @@ class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
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sub.prop(ob, "lock_rotation_w", text="W")
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class OBJECT_MT_lod_tools(Menu):
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bl_label = "Level Of Detail Tools"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.lod_by_name", text="Set By Name")
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layout.operator("object.lod_generate", text="Generate")
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layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE')
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class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel):
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bl_label = "Levels of Detail"
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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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return context.scene.render.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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ob = context.object
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col = layout.column()
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for i, level in enumerate(ob.lod_levels):
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if i == 0:
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continue
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box = col.box()
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row = box.row()
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row.prop(level, "object", text="")
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row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i
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row = box.row()
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row.prop(level, "distance")
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row = row.row(align=True)
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row.prop(level, "use_mesh", text="")
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row.prop(level, "use_material", text="")
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row = col.row(align=True)
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row.operator("object.lod_add", text="Add", icon='ZOOMIN')
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row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN')
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class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
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bl_label = "Relations"
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