forked from bartvdbraak/blender
366a64959c
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
312 lines
8.1 KiB
Python
312 lines
8.1 KiB
Python
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import bpy
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class PhysicsButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "physics"
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def poll(self, context):
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ob = context.active_object
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rd = context.scene.render_data
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return ob and ob.game and (rd.engine == 'BLENDER_GAME')
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class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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__idname__ = "PHYSICS_PT_game_physics"
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__label__ = "Physics"
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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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layout.itemR(game, "physics_type")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemR(game, "actor")
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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col = split.column()
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col.itemR(game, "do_fh", text="Use Material Physics")
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col.itemR(game, "rotation_fh", text="Rotate From Normal")
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col.itemR(game, "no_sleeping")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Attributes:")
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colsub = col.column(align=True)
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colsub.itemR(game, "mass")
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colsub.itemR(game, "radius")
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colsub.itemR(game, "form_factor")
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col.itemS()
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col.itemL(text="Damping:")
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colsub = col.column(align=True)
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colsub.itemR(game, "damping", text="Translation", slider=True)
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colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
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col = split.column()
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col.itemL(text="Velocity:")
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colsub = col.column(align=True)
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colsub.itemR(game, "minimum_velocity", text="Minimum")
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colsub.itemR(game, "maximum_velocity", text="Maximum")
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col.itemS()
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col.itemR(game, "anisotropic_friction")
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colsub = col.column()
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colsub.active = game.anisotropic_friction
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colsub.itemR(game, "friction_coefficients", text="", slider=True)
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layout.itemS()
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split = layout.split()
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sub = split.column()
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sub.itemL(text="Lock Translation:")
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sub.itemR(game, "lock_x_axis", text="X")
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sub.itemR(game, "lock_y_axis", text="Y")
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sub.itemR(game, "lock_z_axis", text="Z")
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sub = split.column()
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sub.itemL(text="Lock Rotation:")
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sub.itemR(game, "lock_x_rot_axis", text="X")
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sub.itemR(game, "lock_y_rot_axis", text="Y")
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sub.itemR(game, "lock_z_rot_axis", text="Z")
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class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
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__idname__ = "PHYSICS_PT_game_collision_bounds"
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__label__ = "Collision Bounds"
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def draw_header(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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layout.itemR(game, "use_collision_bounds", text="")
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def draw(self, context):
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layout = self.layout
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ob = context.scene.objects[0]
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game = ob.game
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layout.active = game.use_collision_bounds
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layout.itemR(game, "collision_bounds", text="Bounds")
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split = layout.split()
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sub = split.column()
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sub.itemR(game, "collision_compound", text="Compound")
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sub = split.column()
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sub.itemR(game, "collision_margin", text="Margin", slider=True)
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bpy.types.register(PHYSICS_PT_game_physics)
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bpy.types.register(PHYSICS_PT_game_collision_bounds)
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class SceneButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "scene"
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def poll(self, context):
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rd = context.scene.render_data
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return (rd.engine == 'BLENDER_GAME')
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class SCENE_PT_game(SceneButtonsPanel):
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__label__ = "Game"
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render_data
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row = layout.row()
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row.itemO("view3d.game_start", text="Start")
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row.itemL()
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class SCENE_PT_game_player(SceneButtonsPanel):
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__label__ = "Player"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_data
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row = layout.row()
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row.itemR(gs, "fullscreen")
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split = layout.split()
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col = split.column()
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col.itemL(text="Resolution:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "resolution_x", slider=False, text="X")
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colsub.itemR(gs, "resolution_y", slider=False, text="Y")
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col = split.column()
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col.itemL(text="Quality:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
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colsub.itemR(gs, "frequency", text="FPS", slider=False)
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# framing:
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col = layout.column()
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col.itemL(text="Framing:")
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col.row().itemR(gs, "framing_type", expand=True)
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colsub = col.column()
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colsub.itemR(gs, "framing_color", text="")
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class SCENE_PT_game_stereo(SceneButtonsPanel):
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__label__ = "Stereo"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_data
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# stereo options:
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col= layout.column()
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row = col.row()
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row.itemR(gs, "stereo", expand=True)
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stereo_mode = gs.stereo
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# stereo:
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if stereo_mode == 'STEREO':
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row = layout.row()
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row.itemR(gs, "stereo_mode")
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# dome:
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if stereo_mode == 'DOME':
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row = layout.row()
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row.itemR(gs, "dome_mode", text="Dome Type")
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split=layout.split()
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col=split.column()
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col.itemR(gs, "dome_angle", slider=True)
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col.itemR(gs, "dome_tesselation", text="Tesselation")
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col=split.column()
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col.itemR(gs, "dome_tilt")
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col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col=layout.column()
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col.itemR(gs, "dome_text")
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bpy.types.register(SCENE_PT_game)
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bpy.types.register(SCENE_PT_game_player)
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bpy.types.register(SCENE_PT_game_stereo)
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class WorldButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "world"
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def poll(self, context):
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rd = context.scene.render_data
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return (rd.engine == 'BLENDER_GAME')
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class WORLD_PT_game_context_world(WorldButtonsPanel):
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__no_header__ = True
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def poll(self, context):
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rd = context.scene.render_data
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return (context.scene != None) 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):
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__label__ = "World"
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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().itemR(world, "horizon_color")
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row.column().itemR(world, "ambient_color")
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layout.itemR(world.mist, "enabled", text="Mist")
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row = layout.column_flow()
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row.active = world.mist.enabled
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row.itemR(world.mist, "start")
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row.itemR(world.mist, "depth")
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"""
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class WORLD_PT_game(WorldButtonsPanel):
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__space_type__ = "LOGIC_EDITOR"
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__region_type__ = "UI"
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__label__ = "Game Settings"
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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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flow = layout.column_flow()
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flow.itemR(world, "physics_engine")
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flow.itemR(world, "physics_gravity")
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flow.itemR(world, "game_fps")
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flow.itemR(world, "game_logic_step_max")
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flow.itemR(world, "game_physics_substep")
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flow.itemR(world, "game_physics_step_max")
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flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
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flow.itemR(world, "game_occlusion_culling_resolution")
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"""
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class WORLD_PT_game_physics(WorldButtonsPanel):
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__label__ = "Physics"
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_data
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flow = layout.column_flow()
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flow.itemR(gs, "physics_engine")
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if gs.physics_engine != "NONE":
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flow.itemR(gs, "physics_gravity", text="Gravity")
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split = layout.split()
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col = split.column()
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col.itemL(text="Physics Steps:")
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colsub = col.column(align=True)
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colsub.itemR(gs, "physics_step_max", text="Max")
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colsub.itemR(gs, "physics_step_sub", text="Substeps")
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col.itemR(gs, "fps", text="FPS")
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col = split.column()
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col.itemL(text="Logic Steps:")
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col.itemR(gs, "logic_step_max", text="Max")
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col.itemS()
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col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
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colsub = col.column()
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colsub.active = gs.use_occlusion_culling
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colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
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else:
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split = layout.split()
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col = split.column()
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col.itemL(text="Physics Steps:")
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col.itemR(gs, "fps", text="FPS")
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col = split.column()
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col.itemL(text="Logic Steps:")
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col.itemR(gs, "logic_step_max", text="Max")
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bpy.types.register(WORLD_PT_game_context_world)
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bpy.types.register(WORLD_PT_game_world)
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bpy.types.register(WORLD_PT_game_physics)
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