forked from bartvdbraak/blender
32b23b9f74
--------------------------------------------------------------- This was a test drive to see how painful the merge will be. Next batches are: - use desktop option for fullscreen - multisampling option - bullet collision mask - python - storage (vbo, dl, ...) - lighting [lighting still needs review] [python could use review, although it should be straightforward] [storage should be tested more I think] Merged /branches/soc-2011-cucumber:r 36991,37059,37157,37416,37497-37499,37501,37522,39036,40593 36991: ==UI== * Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps) * Created a panel for the embedded player * Renamed the FPS option for the standalone player to Refresh Rate * Moved framing options to display * Made a button to launch the blender player from within blender (only tested on windows for now) 37059: ==UI== * Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come. * Removed the physics settings from the scene panel for the BGE. * Added an Add menu in the logic brick header. 37157: Making the bake options available in Blender Game 37416: Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting) 37497: Some more work on getting the exit key to work in the Blenderplayer. Input is now restricted to keyboard events only for the exit key UI. 37498: Some clean up from the last commit. The exit key setting affects the Blenderplayer now. 37499: Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter. 37501: Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API. [37517: committed previously] 37522: Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine. Added setExitKey and getExitKey to the python API 39036: A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set. [not committed entirely, see below]] 40552: space_logic.py (* fixed an error in space_logic.py *) 40593: launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me ######################################################## code left behind (to be included in next commit): ######################################################## { /* Initialize default values for collision masks */ Object *ob; for(ob=main->object.first; ob; ob=ob->id.next) ob->col_group = ob->col_mask = 1; }
639 lines
19 KiB
Python
639 lines
19 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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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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class PhysicsButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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bl_label = "Physics"
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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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ob = context.active_object
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rd = context.scene.render
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return ob and ob.game and (rd.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.active_object
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game = ob.game
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soft = ob.game.soft_body
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layout.prop(game, "physics_type")
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layout.separator()
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physics_type = game.physics_type
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if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
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split = layout.split()
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col = split.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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col.prop(ob, "hide_render", text="Invisible") # out of place but useful
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col = split.column()
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col.prop(game, "use_material_physics_fh")
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col.prop(game, "use_rotate_from_normal")
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col.prop(game, "use_sleep")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Attributes:")
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col.prop(game, "mass")
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col.prop(game, "radius")
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col.prop(game, "form_factor")
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col = split.column()
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sub = col.column()
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sub.prop(game, "use_anisotropic_friction")
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subsub = sub.column()
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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split = layout.split()
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col = split.column()
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col.label(text="Velocity:")
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sub = col.column(align=True)
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sub.prop(game, "velocity_min", text="Minimum")
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sub.prop(game, "velocity_max", text="Maximum")
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col = split.column()
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col.label(text="Damping:")
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sub = col.column(align=True)
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sub.prop(game, "damping", text="Translation", slider=True)
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sub.prop(game, "rotation_damping", text="Rotation", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Lock Translation:")
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col.prop(game, "lock_location_x", text="X")
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col.prop(game, "lock_location_y", text="Y")
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col.prop(game, "lock_location_z", text="Z")
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col = split.column()
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col.label(text="Lock Rotation:")
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col.prop(game, "lock_rotation_x", text="X")
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col.prop(game, "lock_rotation_y", text="Y")
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col.prop(game, "lock_rotation_z", text="Z")
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elif physics_type == 'SOFT_BODY':
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col = layout.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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col.prop(ob, "hide_render", text="Invisible")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Attributes:")
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col.prop(game, "mass")
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col.prop(soft, "weld_threshold")
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col.prop(soft, "location_iterations")
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col.prop(soft, "linear_stiffness", slider=True)
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col.prop(soft, "dynamic_friction", slider=True)
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col.prop(soft, "collision_margin", slider=True)
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col.prop(soft, "use_bending_constraints", text="Bending Constraints")
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col = split.column()
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col.prop(soft, "use_shape_match")
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sub = col.column()
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sub.active = soft.use_shape_match
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sub.prop(soft, "shape_threshold", slider=True)
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col.separator()
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col.label(text="Cluster Collision:")
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col.prop(soft, "use_cluster_rigid_to_softbody")
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col.prop(soft, "use_cluster_soft_to_softbody")
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sub = col.column()
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sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
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sub.prop(soft, "cluster_iterations", text="Iterations")
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elif physics_type == 'STATIC':
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col = layout.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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col.prop(ob, "hide_render", text="Invisible")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Attributes:")
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col.prop(game, "radius")
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col = split.column()
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sub = col.column()
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sub.prop(game, "use_anisotropic_friction")
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subsub = sub.column()
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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elif physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
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layout.prop(ob, "hide_render", text="Invisible")
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elif physics_type == 'NAVMESH':
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layout.operator("mesh.navmesh_face_copy")
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layout.operator("mesh.navmesh_face_add")
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layout.separator()
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layout.operator("mesh.navmesh_reset")
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layout.operator("mesh.navmesh_clear")
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class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
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bl_label = "Collision Bounds"
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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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game = context.object.game
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rd = context.scene.render
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return (game.physics_type in {'DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC'}) and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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game = context.active_object.game
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self.layout.prop(game, "use_collision_bounds", text="")
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def draw(self, context):
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layout = self.layout
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game = context.active_object.game
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layout.active = game.use_collision_bounds
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layout.prop(game, "collision_bounds_type", text="Bounds")
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row = layout.row()
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row.prop(game, "collision_margin", text="Margin", slider=True)
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row.prop(game, "use_collision_compound", text="Compound")
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class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
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bl_label = "Create Obstacle"
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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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game = context.object.game
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rd = context.scene.render
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return (game.physics_type in {'DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC'}) and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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game = context.active_object.game
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self.layout.prop(game, "use_obstacle_create", text="")
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def draw(self, context):
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layout = self.layout
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game = context.active_object.game
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layout.active = game.use_obstacle_create
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row = layout.row()
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row.prop(game, "obstacle_radius", text="Radius")
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row.label()
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class RenderButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return (rd.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_embedded(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Embedded Player"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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row = layout.row()
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row.operator("view3d.game_start", text="Start")
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row.label()
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row = layout.row()
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row.label(text="Resolution:")
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row = layout.row(align=True)
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row.prop(rd, "resolution_x", slider=False, text="X")
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row.prop(rd, "resolution_y", slider=False, text="Y")
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class RENDER_PT_game_player(RenderButtonsPanel, Panel):
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bl_label = "Standalone Player"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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row = layout.row()
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row.operator("wm.blenderplayer_start", text="Start")
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row.prop(gs, "show_fullscreen")
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row = layout.row()
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row.label(text="Resolution:")
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row = layout.row(align=True)
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row.prop(gs, "resolution_x", slider=False, text="X")
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row.prop(gs, "resolution_y", slider=False, text="Y")
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col = layout.column()
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col.label(text="Quality:")
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col = layout.column(align=True)
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col.prop(gs, "depth", text="Bit Depth", slider=False)
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col.prop(gs, "frequency", text="Refresh Rate", slider=False)
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class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
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bl_label = "Stereo"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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stereo_mode = gs.stereo
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# stereo options:
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layout.prop(gs, "stereo", expand=True)
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# stereo:
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if stereo_mode == 'STEREO':
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layout.prop(gs, "stereo_mode")
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layout.prop(gs, "stereo_eye_separation")
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# dome:
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elif stereo_mode == 'DOME':
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layout.prop(gs, "dome_mode", text="Dome Type")
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dome_type = gs.dome_mode
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split = layout.split()
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if dome_type in {'FISHEYE', 'TRUNCATED_REAR', 'TRUNCATED_FRONT'}:
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col.prop(gs, "dome_angle", slider=True)
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col = split.column()
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col.prop(gs, "dome_tesselation", text="Tesselation")
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col.prop(gs, "dome_tilt")
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elif dome_type == 'PANORAM_SPH':
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col = split.column()
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col.prop(gs, "dome_tesselation", text="Tesselation")
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else: # cube map
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col = split.column()
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layout.prop(gs, "dome_text")
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class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
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bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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layout.prop(gs, "material_mode", expand=True)
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if gs.material_mode == 'GLSL':
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split = layout.split()
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col = split.column()
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col.prop(gs, "use_glsl_lights", text="Lights")
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col.prop(gs, "use_glsl_shaders", text="Shaders")
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col.prop(gs, "use_glsl_shadows", text="Shadows")
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col.prop(gs, "use_glsl_color_management", text="Color Management")
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col = split.column()
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col.prop(gs, "use_glsl_ramps", text="Ramps")
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col.prop(gs, "use_glsl_nodes", text="Nodes")
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col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
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class RENDER_PT_game_system(RenderButtonsPanel, Panel):
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bl_label = "System"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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row = layout.row()
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row.prop(gs, "use_frame_rate")
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row.prop(gs, "restrict_animation_updates")
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row = layout.row()
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row.prop(gs, "use_display_lists")
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row = layout.row()
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row.label("Exit Key")
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row.prop(gs, "exit_key", text="", event=True)
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class RENDER_PT_game_display(RenderButtonsPanel, Panel):
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bl_label = "Display"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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row = layout.row()
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row.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
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gs = context.scene.game_settings
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flow = layout.column_flow()
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flow.prop(gs, "show_debug_properties", text="Debug Properties")
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flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
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flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
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flow.prop(gs, "use_deprecation_warnings")
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flow.prop(gs, "show_mouse", text="Mouse Cursor")
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col = layout.column()
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col.label(text="Framing:")
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col.row().prop(gs, "frame_type", expand=True)
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if gs.frame_type == 'LETTERBOX':
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col.prop(gs, "frame_color", text="")
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class SceneButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
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bl_label = "Navigation mesh"
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bl_options = {'DEFAULT_CLOSED'}
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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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scene = context.scene
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return (scene and 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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rd = context.scene.game_settings.recast_data
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layout.operator("mesh.navmesh_make", text='Build navigation mesh')
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col = layout.column()
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col.label(text="Rasterization:")
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row = col.row()
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row.prop(rd, "cell_size")
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row.prop(rd, "cell_height")
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col = layout.column()
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col.label(text="Agent:")
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split = col.split()
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col = split.column()
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col.prop(rd, "agent_height", text="Height")
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col.prop(rd, "agent_radius", text="Radius")
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col = split.column()
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col.prop(rd, "slope_max")
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col.prop(rd, "climb_max")
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col = layout.column()
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col.label(text="Region:")
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row = col.row()
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row.prop(rd, "region_min_size")
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row.prop(rd, "region_merge_size")
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col = layout.column()
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col.label(text="Polygonization:")
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split = col.split()
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col = split.column()
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col.prop(rd, "edge_max_len")
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col.prop(rd, "edge_max_error")
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split.prop(rd, "verts_per_poly")
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col = layout.column()
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col.label(text="Detail Mesh:")
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row = col.row()
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row.prop(rd, "sample_dist")
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row.prop(rd, "sample_max_error")
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class RENDER_PT_game_sound(RenderButtonsPanel, Panel):
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bl_label = "Sound"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.prop(scene, "audio_distance_model")
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col = layout.column(align=True)
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col.prop(scene, "audio_doppler_speed", text="Speed")
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col.prop(scene, "audio_doppler_factor")
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class WorldButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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class WORLD_PT_game_context_world(WorldButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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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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rd = context.scene.render
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return (context.scene) and (rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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world = context.world
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space = context.space_data
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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class WORLD_PT_game_world(WorldButtonsPanel, Panel):
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bl_label = "World"
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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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scene = context.scene
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return (scene.world and 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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world = context.world
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row = layout.row()
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row.column().prop(world, "horizon_color")
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row.column().prop(world, "ambient_color")
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class WORLD_PT_game_mist(WorldButtonsPanel, Panel):
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bl_label = "Mist"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
scene = context.scene
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|
return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
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|
|
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def draw_header(self, context):
|
|
world = context.world
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self.layout.prop(world.mist_settings, "use_mist", text="")
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|
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def draw(self, context):
|
|
layout = self.layout
|
|
|
|
world = context.world
|
|
|
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layout.active = world.mist_settings.use_mist
|
|
|
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row = layout.row()
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row.prop(world.mist_settings, "start")
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row.prop(world.mist_settings, "depth")
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|
|
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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")
|
|
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.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")
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
bpy.utils.register_module(__name__)
|