diff options
author | Dalai Felinto <dfelinto@gmail.com> | 2009-08-07 07:06:32 +0400 |
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committer | Dalai Felinto <dfelinto@gmail.com> | 2009-08-07 07:06:32 +0400 |
commit | 77d79ffb5d1c4d214f2aa8decfe8e5a53138369a (patch) | |
tree | 0d8e7f2cbe40fcad256bf2f448dc6785798a8d6c | |
parent | 7c8c83f30dd0442a666d1f68c8bfd0cf1b68bd89 (diff) |
BGE: removing remaining reference to sce->world->gravity/physics/... (it's all in sce->gm now) + Dome UI changes
UI changes: splitting dome options for different dome modes (eg angle doesn't work for envmap mode)
if anyone wants to tweak that, feel free to do it.
* I put a remaining to bring setEyeSeparation + Focal Length to the Stereo GUI. I'm still not sure what would be the default parameters for that, and that will require other changes (eg remove the flag m_setfocallength and m_seteyesep). For so far only a label remind :)
-rw-r--r-- | release/ui/buttons_game.py | 61 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_BlenderSceneConverter.cpp | 54 |
2 files changed, 52 insertions, 63 deletions
diff --git a/release/ui/buttons_game.py b/release/ui/buttons_game.py index 2d29a45028d..ee6260202e8 100644 --- a/release/ui/buttons_game.py +++ b/release/ui/buttons_game.py @@ -176,21 +176,38 @@ class SCENE_PT_game_stereo(SceneButtonsPanel): # stereo: if stereo_mode == 'STEREO': layout.itemR(gs, "stereo_mode") + layout.itemL(text="To do: Focal Length") + layout.itemL(text="To do: Eye Separation") # dome: - if stereo_mode == 'DOME': + elif stereo_mode == 'DOME': layout.itemR(gs, "dome_mode", text="Dome Type") + dome_type = gs.dome_mode + split=layout.split() - - col=split.column() - col.itemR(gs, "dome_angle", slider=True) - col.itemR(gs, "dome_tesselation", text="Tesselation") - - col=split.column() - col.itemR(gs, "dome_tilt") - col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) - + + if dome_type == 'FISHEYE' or \ + dome_type == 'TRUNCATED_REAR' or \ + dome_type == 'TRUNCATED_FRONT': + + col=split.column() + col.itemR(gs, "dome_angle", slider=True) + col.itemR(gs, "dome_tilt") + + col=split.column() + col.itemR(gs, "dome_tesselation", text="Tesselation") + col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) + + elif dome_type == 'PANORAM_SPH': + col=split.column() + col.itemR(gs, "dome_tesselation", text="Tesselation") + col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) + + else: # cube map + col=split.column() + col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True) + layout.itemR(gs, "dome_text") bpy.types.register(SCENE_PT_game) @@ -246,30 +263,6 @@ class WORLD_PT_game_world(WorldButtonsPanel): row.itemR(world.mist, "start") row.itemR(world.mist, "depth") - -""" -class WORLD_PT_game(WorldButtonsPanel): - __space_type__ = "LOGIC_EDITOR" - __region_type__ = "UI" - __label__ = "Game Settings" - - def draw(self, context): - layout = self.layout - world = context.world - - flow = layout.column_flow() - flow.itemR(world, "physics_engine") - flow.itemR(world, "physics_gravity") - - flow.itemR(world, "game_fps") - flow.itemR(world, "game_logic_step_max") - flow.itemR(world, "game_physics_substep") - flow.itemR(world, "game_physics_step_max") - - flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling") - flow.itemR(world, "game_occlusion_culling_resolution") -""" - class WORLD_PT_game_physics(WorldButtonsPanel): __label__ = "Physics" diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp index 4df9df75d3d..85d178385b8 100644 --- a/source/gameengine/Converter/KX_BlenderSceneConverter.cpp +++ b/source/gameengine/Converter/KX_BlenderSceneConverter.cpp @@ -260,38 +260,34 @@ void KX_BlenderSceneConverter::ConvertScene(class KX_Scene* destinationscene, if (blenderscene) { - if (blenderscene->world) + switch (blenderscene->gm.physicsEngine) { - switch (blenderscene->world->physicsEngine) + case WOPHY_BULLET: { - case WOPHY_BULLET: - { - physics_engine = UseBullet; - useDbvtCulling = (blenderscene->world->mode & WO_DBVT_CULLING) != 0; - break; - } - - case WOPHY_ODE: - { - physics_engine = UseODE; - break; - } - case WOPHY_DYNAMO: - { - physics_engine = UseDynamo; - break; - } - case WOPHY_SUMO: - { - physics_engine = UseSumo; - break; - } - case WOPHY_NONE: - { - physics_engine = UseNone; - } + physics_engine = UseBullet; + useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0; + break; + } + + case WOPHY_ODE: + { + physics_engine = UseODE; + break; + } + case WOPHY_DYNAMO: + { + physics_engine = UseDynamo; + break; + } + case WOPHY_SUMO: + { + physics_engine = UseSumo; + break; + } + case WOPHY_NONE: + { + physics_engine = UseNone; } - } } |