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authorDalai Felinto <dfelinto@gmail.com>2010-04-12 07:06:49 +0400
committerDalai Felinto <dfelinto@gmail.com>2010-04-12 07:06:49 +0400
commit7135edb75daca55f0ab5e3b601fd73d486c9d060 (patch)
tree84a99cbd70c98b7b686c00aeed79b69ad5df4d8a /release/scripts/ui/properties_data_mesh.py
parent091f70e92d2160f0326ec75ed175fc206b2477b9 (diff)
BGE: TexFace panel (from patch #21780 from Mitchell Stokes + some changes)
the patch exposes a rna property to get the active edit mode face. This is a hack. However it's a small patch (a.k.a. easy to revert later if needed). The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE. Missing: operators to copy the current parameters to other selected faces. * note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
Diffstat (limited to 'release/scripts/ui/properties_data_mesh.py')
-rw-r--r--release/scripts/ui/properties_data_mesh.py47
1 files changed, 47 insertions, 0 deletions
diff --git a/release/scripts/ui/properties_data_mesh.py b/release/scripts/ui/properties_data_mesh.py
index d48d2ec8046..0c14a040f2a 100644
--- a/release/scripts/ui/properties_data_mesh.py
+++ b/release/scripts/ui/properties_data_mesh.py
@@ -281,6 +281,52 @@ class DATA_PT_uv_texture(DataButtonsPanel):
lay = me.active_uv_texture
if lay:
layout.prop(lay, "name")
+
+class DATA_PT_texface(DataButtonsPanel):
+ bl_label = "Texture Face"
+
+ def poll(self, context):
+ ob = context.active_object
+ rd = context.scene.render
+
+ return (context.mode =='EDIT_MESH') and (rd.engine == 'BLENDER_GAME') \
+ and ob and ob.type in ('MESH')
+
+ def draw(self, context):
+ layout = self.layout
+ col = layout.column()
+
+ wide_ui = context.region.width > narrowui
+ me = context.mesh
+
+ tf = me.faces.active_tface
+
+ if tf:
+ split = layout.split()
+ col = split.column()
+
+ col.prop(tf, "tex")
+ col.prop(tf, "light")
+ col.prop(tf, "invisible")
+ col.prop(tf, "collision")
+
+ col.prop(tf, "shared")
+ col.prop(tf, "twoside")
+ col.prop(tf, "object_color")
+
+ if wide_ui:
+ col = split.column()
+
+ col.prop(tf, "halo")
+ col.prop(tf, "billboard")
+ col.prop(tf, "shadow")
+ col.prop(tf, "text")
+ col.prop(tf, "alpha_sort")
+
+ col = layout.column()
+ col.prop(tf, "transp")
+ else:
+ col.label(text="No UV Texture")
class DATA_PT_vertex_colors(DataButtonsPanel):
@@ -315,6 +361,7 @@ classes = [
DATA_PT_vertex_groups,
DATA_PT_shape_keys,
DATA_PT_uv_texture,
+ DATA_PT_texface,
DATA_PT_vertex_colors,
DATA_PT_custom_props_mesh]