diff options
-rw-r--r-- | release/scripts/startup/bl_ui/properties_data_modifier.py | 9 | ||||
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 73 | ||||
-rw-r--r-- | release/scripts/startup/bl_ui/properties_scene.py | 71 |
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__) |