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authorThomas Dinges <blender@dingto.org>2011-09-10 02:47:26 +0400
committerThomas Dinges <blender@dingto.org>2011-09-10 02:47:26 +0400
commit015813642b5633fc6917d45fc4fbd5cf3a007345 (patch)
treea0698b3fe4e43254b7acca4911e35d0b91d1c721 /release
parenta7f3e347b7799b73d19adeee0057fce783ca2f32 (diff)
Fixing bugs after Recast & Detour branch merge!!
* The new NAVMESH Modifier did not show any buttons, console printed errors instead! * Poll of "PHYSICS_PT_game_obstacles" panel caused errors as well, self instead of cls was used as argument. * Check to show/hide buttons in "WORLD_PT_game_physics_obstacles" panel did not worked due to wrong ENUM identifier ('None' instead if 'NONE') * Moved "SCENE_PT_navmesh" panel out of properties_scene.py into the properties_game.py where it belongs and renamed it. Also, don't use abreviations in Panel Headers (Navmesh > Navigaion Mesh) * Code cleanup, removed unnescecary code. * bpy.types.Panel > Panel
Diffstat (limited to 'release')
-rw-r--r--release/scripts/startup/bl_ui/properties_data_modifier.py9
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py73
-rw-r--r--release/scripts/startup/bl_ui/properties_scene.py71
3 files changed, 68 insertions, 85 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py
index 510cab879ec..d8860d98654 100644
--- a/release/scripts/startup/bl_ui/properties_data_modifier.py
+++ b/release/scripts/startup/bl_ui/properties_data_modifier.py
@@ -380,12 +380,9 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
col.prop(md, "mirror_object", text="")
def NAVMESH(self, layout, ob, md):
- split = layout.split()
- if ob.mode == 'EDIT':
- col = split.column()
- col.operator("object.assign_navpolygon", text="Assign poly idx")
- col = split.column()
- col.operator("object.assign_new_navpolygon", text="Assign new poly idx")
+ row = layout.row()
+ row.operator("object.assign_navpolygon", text="Assign poly idx")
+ row.operator("object.assign_new_navpolygon", text="Assign new poly idx")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
index 51f2ece72b8..711b51a5d5f 100644
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -195,12 +195,12 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
row.prop(game, "collision_margin", text="Margin", slider=True)
row.prop(game, "use_collision_compound", text="Compound")
-class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, bpy.types.Panel):
- bl_label = "Create obstacle"
+class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
+ bl_label = "Create Obstacle"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
- def poll(self, context):
+ def poll(cls, context):
game = context.object.game
rd = context.scene.render
return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine in cls.COMPAT_ENGINES)
@@ -217,9 +217,9 @@ class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, bpy.types.Panel):
layout.active = game.create_obstacle
- split = layout.split()
- col = split.column()
- col.prop(game, "obstacle_radius", text="Radius")
+ row = layout.row()
+ row.prop(game, "obstacle_radius", text="Radius")
+ row.label()
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
@@ -387,6 +387,63 @@ class RENDER_PT_game_display(RenderButtonsPanel, Panel):
flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
flow.prop(gs, "use_deprecation_warnings")
flow.prop(gs, "show_mouse", text="Mouse Cursor")
+
+class SceneButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "scene"
+
+class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
+ bl_label = "Navigation mesh"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ rd = context.scene.game_settings.recast_data
+
+ layout.operator("object.create_navmesh", text='Build navigation mesh')
+
+ col = layout.column()
+ col.label(text="Rasterization:")
+ row = col.row()
+ row.prop(rd, "cell_size")
+ row.prop(rd, "cell_height")
+
+ col = layout.column()
+ col.label(text="Agent:")
+ split = col.split()
+
+ col = split.column()
+ col.prop(rd, "agent_height", text="Height")
+ col.prop(rd, "agent_radius", text="Radius")
+
+ col = split.column()
+ col.prop(rd, "max_slope")
+ col.prop(rd, "max_climb")
+
+ col = layout.column()
+ col.label(text="Region:")
+ row = col.row()
+ row.prop(rd, "region_min_size")
+ row.prop(rd, "region_merge_size")
+
+ col = layout.column()
+ col.label(text="Polygonization:")
+ split = col.split()
+
+ col = split.column()
+ col.prop(rd, "edge_max_len")
+ col.prop(rd, "edge_max_error")
+
+ split.prop(rd, "verts_per_poly")
+
+ col = layout.column()
+ col.label(text="Detail Mesh:")
+ row = col.row()
+ row.prop(rd, "sample_dist")
+ row.prop(rd, "sample_max_error")
class WorldButtonsPanel():
@@ -512,7 +569,7 @@ class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
col.label(text="Logic Steps:")
col.prop(gs, "logic_step_max", text="Max")
-class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, bpy.types.Panel):
+class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
bl_label = "Obstacle simulation"
COMPAT_ENGINES = {'BLENDER_GAME'}
@@ -522,7 +579,7 @@ class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, bpy.types.Panel):
gs = context.scene.game_settings
layout.prop(gs, "obstacle_simulation", text = "Type")
- if gs.obstacle_simulation != 'None':
+ if gs.obstacle_simulation != 'NONE':
layout.prop(gs, "level_height")
layout.prop(gs, "show_obstacle_simulation")
diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py
index 001897c222f..66f967bb6e1 100644
--- a/release/scripts/startup/bl_ui/properties_scene.py
+++ b/release/scripts/startup/bl_ui/properties_scene.py
@@ -331,76 +331,5 @@ class ANIM_OT_keying_set_export(Operator):
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
-class SCENE_PT_navmesh(SceneButtonsPanel, bpy.types.Panel):
- bl_label = "Navmesh"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- rd = context.scene.game_settings.recast_data
-
- layout.operator("object.create_navmesh", text='Build navigation mesh')
-
- layout.label(text="Rasterization:")
- split = layout.split()
-
- col = split.column()
- col.prop(rd, "cell_size")
- col = split.column()
- col.prop(rd, "cell_height")
-
- layout.separator()
-
- layout.label(text="Agent:")
- split = layout.split()
-
- col = split.column()
- row = col.row()
- row.prop(rd, "agent_height")
- row = col.row()
- row.prop(rd, "agent_radius")
-
- col = split.column()
- row = col.row()
- row.prop(rd, "max_slope")
- row = col.row()
- row.prop(rd, "max_climb")
-
- layout.separator()
-
- layout.label(text="Region:")
- split = layout.split()
- col = split.column()
- col.prop(rd, "region_min_size")
-
- col = split.column()
- col.prop(rd, "region_merge_size")
-
- layout.separator()
-
- layout.label(text="Polygonization:")
- split = layout.split()
- col = split.column()
- row = col.row()
- row.prop(rd, "edge_max_len")
- row = col.row()
- row.prop(rd, "edge_max_error")
-
- col = split.column()
- row = col.row()
- row.prop(rd, "verts_per_poly")
-
- layout.separator()
-
- layout.label(text="Detail Mesh:")
- split = layout.split()
- col = split.column()
- col.prop(rd, "sample_dist")
-
- col = split.column()
- col.prop(rd, "sample_max_error")
-
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)