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authorDalai Felinto <dfelinto@gmail.com>2009-08-07 07:06:32 +0400
committerDalai Felinto <dfelinto@gmail.com>2009-08-07 07:06:32 +0400
commit77d79ffb5d1c4d214f2aa8decfe8e5a53138369a (patch)
tree0d8e7f2cbe40fcad256bf2f448dc6785798a8d6c
parent7c8c83f30dd0442a666d1f68c8bfd0cf1b68bd89 (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.py61
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.cpp54
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;
}
-
}
}