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authorCampbell Barton <ideasman42@gmail.com>2009-06-20 10:06:13 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-20 10:06:13 +0400
commit3511d72488501640fb9b38daff7cfed35e5beed2 (patch)
treea9738a5383f569dd61e004dbd30432bba37c6b0a /release
parent7785ead4eb64f9702d7a59060e73b3e121e674a7 (diff)
game logic UI script, physics could be broken up into more panels.
Diffstat (limited to 'release')
-rw-r--r--release/ui/space_logic.py80
1 files changed, 80 insertions, 0 deletions
diff --git a/release/ui/space_logic.py b/release/ui/space_logic.py
new file mode 100644
index 00000000000..71d94c86bf3
--- /dev/null
+++ b/release/ui/space_logic.py
@@ -0,0 +1,80 @@
+import bpy
+
+class LOGIC_PT_physics(bpy.types.Panel):
+ __space_type__ = "LOGIC_EDITOR"
+ __region_type__ = "UI"
+ __label__ = "Physics"
+
+ def draw(self, context):
+ layout = self.layout
+ ob = context.active_object
+
+ game = ob.game
+
+ flow = layout.column_flow()
+ flow.active = True
+ flow.itemR(game, "physics_type")
+ flow.itemR(game, "actor")
+
+ row = layout.row()
+ row.itemR(game, "ghost")
+ row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+
+ flow = layout.column_flow()
+ flow.itemR(game, "mass")
+ flow.itemR(game, "radius")
+ flow.itemR(game, "no_sleeping")
+ flow.itemR(game, "damping")
+ flow.itemR(game, "rotation_damping")
+ flow.itemR(game, "minimum_velocity")
+ flow.itemR(game, "maximum_velocity")
+
+ row = layout.row()
+ row.itemR(game, "do_fh")
+ row.itemR(game, "rotation_fh")
+
+ flow = layout.column_flow()
+ flow.itemR(game, "form_factor")
+ flow.itemR(game, "anisotropic_friction")
+
+ flow = layout.column_flow()
+ flow.active = game.anisotropic_friction
+ flow.itemR(game, "friction_coefficients")
+
+ split = layout.split()
+ sub = split.column()
+ sub.itemR(game, "lock_x_axis")
+ sub.itemR(game, "lock_y_axis")
+ sub.itemR(game, "lock_z_axis")
+ sub = split.column()
+ sub.itemR(game, "lock_x_rot_axis")
+ sub.itemR(game, "lock_y_rot_axis")
+ sub.itemR(game, "lock_z_rot_axis")
+
+
+class LOGIC_PT_collision_bounds(bpy.types.Panel):
+ __space_type__ = "LOGIC_EDITOR"
+ __region_type__ = "UI"
+ __label__ = "Collision Bounds"
+
+ def draw_header(self, context):
+ layout = self.layout
+ ob = context.active_object
+ game = ob.game
+
+ layout.itemR(game, "use_collision_bounds", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.scene.objects[0]
+ game = ob.game
+
+ flow = layout.column_flow()
+ flow.active = game.use_collision_bounds
+ flow.itemR(game, "collision_bounds")
+ flow.itemR(game, "collision_compound")
+ flow.itemR(game, "collision_margin")
+
+bpy.types.register(LOGIC_PT_physics)
+bpy.types.register(LOGIC_PT_collision_bounds)