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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_game.py501
1 files changed, 501 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py
new file mode 100644
index 00000000000..a151234e184
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_game.py
@@ -0,0 +1,501 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+import bpy
+
+
+class PhysicsButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "physics"
+
+
+class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.Panel):
+ bl_label = "Physics"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.active_object
+ rd = context.scene.render
+ return ob and ob.game and (rd.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.active_object
+ game = ob.game
+ soft = ob.game.soft_body
+
+ layout.prop(game, "physics_type")
+ layout.separator()
+
+ #if game.physics_type == 'DYNAMIC':
+ if game.physics_type in {'DYNAMIC', 'RIGID_BODY'}:
+ split = layout.split()
+
+ col = split.column()
+ col.prop(game, "use_actor")
+ col.prop(game, "use_ghost")
+ col.prop(ob, "hide_render", text="Invisible") # out of place but useful
+
+ col = split.column()
+ col.prop(game, "use_material_physics_fh")
+ col.prop(game, "use_rotate_from_normal")
+ col.prop(game, "use_sleep")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Attributes:")
+ col.prop(game, "mass")
+ col.prop(game, "radius")
+ col.prop(game, "form_factor")
+
+ col = split.column()
+ sub = col.column()
+ sub.prop(game, "use_anisotropic_friction")
+ subsub = sub.column()
+ subsub.active = game.use_anisotropic_friction
+ subsub.prop(game, "friction_coefficients", text="", slider=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Velocity:")
+ sub = col.column(align=True)
+ sub.prop(game, "velocity_min", text="Minimum")
+ sub.prop(game, "velocity_max", text="Maximum")
+
+ col = split.column()
+ col.label(text="Damping:")
+ sub = col.column(align=True)
+ sub.prop(game, "damping", text="Translation", slider=True)
+ sub.prop(game, "rotation_damping", text="Rotation", slider=True)
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Lock Translation:")
+ col.prop(game, "lock_location_x", text="X")
+ col.prop(game, "lock_location_y", text="Y")
+ col.prop(game, "lock_location_z", text="Z")
+
+ col = split.column()
+ col.label(text="Lock Rotation:")
+ col.prop(game, "lock_rotation_x", text="X")
+ col.prop(game, "lock_rotation_y", text="Y")
+ col.prop(game, "lock_rotation_z", text="Z")
+
+ elif game.physics_type == 'SOFT_BODY':
+ col = layout.column()
+ col.prop(game, "use_actor")
+ col.prop(game, "use_ghost")
+ col.prop(ob, "hide_render", text="Invisible")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Attributes:")
+ col.prop(game, "mass")
+ col.prop(soft, "weld_threshold")
+ col.prop(soft, "location_iterations")
+ col.prop(soft, "linear_stiffness", slider=True)
+ col.prop(soft, "dynamic_friction", slider=True)
+ col.prop(soft, "collision_margin", slider=True)
+ col.prop(soft, "use_bending_constraints", text="Bending Constraints")
+
+ col = split.column()
+ col.prop(soft, "use_shape_match")
+ sub = col.column()
+ sub.active = soft.use_shape_match
+ sub.prop(soft, "shape_threshold", slider=True)
+
+ col.separator()
+
+ col.label(text="Cluster Collision:")
+ col.prop(soft, "use_cluster_rigid_to_softbody")
+ col.prop(soft, "use_cluster_soft_to_softbody")
+ sub = col.column()
+ sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
+ sub.prop(soft, "cluster_iterations", text="Iterations")
+
+ elif game.physics_type == 'STATIC':
+ col = layout.column()
+ col.prop(game, "use_actor")
+ col.prop(game, "use_ghost")
+ col.prop(ob, "hide_render", text="Invisible")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Attributes:")
+ col.prop(game, "radius")
+
+ col = split.column()
+ sub = col.column()
+ sub.prop(game, "use_anisotropic_friction")
+ subsub = sub.column()
+ subsub.active = game.use_anisotropic_friction
+ subsub.prop(game, "friction_coefficients", text="", slider=True)
+
+ elif game.physics_type in {'SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
+ layout.prop(ob, "hide_render", text="Invisible")
+
+
+class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel):
+ bl_label = "Collision Bounds"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ 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)
+
+ def draw_header(self, context):
+ game = context.active_object.game
+
+ self.layout.prop(game, "use_collision_bounds", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ game = context.active_object.game
+
+ layout.active = game.use_collision_bounds
+ layout.prop(game, "collision_bounds_type", text="Bounds")
+
+ row = layout.row()
+ row.prop(game, "collision_margin", text="Margin", slider=True)
+ row.prop(game, "use_collision_compound", text="Compound")
+
+
+class RenderButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "render"
+
+ @classmethod
+ def poll(cls, context):
+ rd = context.scene.render
+ return (rd.engine in cls.COMPAT_ENGINES)
+
+
+class RENDER_PT_game(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Game"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ row = layout.row()
+ row.operator("view3d.game_start", text="Start")
+ row.label()
+
+
+class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Standalone Player"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_settings
+
+ layout.prop(gs, "show_fullscreen")
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Resolution:")
+ sub = col.column(align=True)
+ sub.prop(gs, "resolution_x", slider=False, text="X")
+ sub.prop(gs, "resolution_y", slider=False, text="Y")
+
+ col = split.column()
+ col.label(text="Quality:")
+ sub = col.column(align=True)
+ sub.prop(gs, "depth", text="Bit Depth", slider=False)
+ sub.prop(gs, "frequency", text="FPS", slider=False)
+
+ # framing:
+ col = layout.column()
+ col.label(text="Framing:")
+ col.row().prop(gs, "frame_type", expand=True)
+ if gs.frame_type == 'LETTERBOX':
+ col.prop(gs, "frame_color", text="")
+
+
+class RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Stereo"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_settings
+ stereo_mode = gs.stereo
+
+ # stereo options:
+ layout.prop(gs, "stereo", expand=True)
+
+ # stereo:
+ if stereo_mode == 'STEREO':
+ layout.prop(gs, "stereo_mode")
+ layout.prop(gs, "stereo_eye_separation")
+
+ # dome:
+ elif stereo_mode == 'DOME':
+ layout.prop(gs, "dome_mode", text="Dome Type")
+
+ dome_type = gs.dome_mode
+
+ split = layout.split()
+
+ if dome_type == 'FISHEYE' or \
+ dome_type == 'TRUNCATED_REAR' or \
+ dome_type == 'TRUNCATED_FRONT':
+
+ col = split.column()
+ col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+ col.prop(gs, "dome_angle", slider=True)
+
+ col = split.column()
+ col.prop(gs, "dome_tesselation", text="Tesselation")
+ col.prop(gs, "dome_tilt")
+
+ elif dome_type == 'PANORAM_SPH':
+ col = split.column()
+
+ col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+ col = split.column()
+ col.prop(gs, "dome_tesselation", text="Tesselation")
+
+ else: # cube map
+ col = split.column()
+ col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+
+ col = split.column()
+
+ layout.prop(gs, "dome_text")
+
+
+class RENDER_PT_game_shading(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Shading"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_settings
+
+ layout.prop(gs, "material_mode", expand=True)
+
+ if gs.material_mode == 'GLSL':
+ split = layout.split()
+
+ col = split.column()
+ col.prop(gs, "use_glsl_lights", text="Lights")
+ col.prop(gs, "use_glsl_shaders", text="Shaders")
+ col.prop(gs, "use_glsl_shadows", text="Shadows")
+
+ col = split.column()
+ col.prop(gs, "use_glsl_ramps", text="Ramps")
+ col.prop(gs, "use_glsl_nodes", text="Nodes")
+ col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
+
+
+class RENDER_PT_game_performance(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Performance"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_settings
+ row = layout.row()
+ row.prop(gs, "use_frame_rate")
+ row.prop(gs, "use_display_lists")
+
+
+class RENDER_PT_game_display(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Display"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_settings
+ flow = layout.column_flow()
+ flow.prop(gs, "show_debug_properties", text="Debug Properties")
+ flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
+ flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
+ flow.prop(gs, "use_deprecation_warnings")
+ flow.prop(gs, "show_mouse", text="Mouse Cursor")
+
+
+class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel):
+ bl_label = "Sound"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.prop(scene, "audio_distance_model")
+
+ layout.prop(scene, "audio_doppler_speed", text="Speed")
+ layout.prop(scene, "audio_doppler_factor")
+
+
+class WorldButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "world"
+
+
+class WORLD_PT_game_context_world(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = ""
+ bl_options = {'HIDE_HEADER'}
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ rd = context.scene.render
+ return (context.scene) and (rd.use_game_engine)
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+ world = context.world
+ space = context.space_data
+
+ split = layout.split(percentage=0.65)
+ if scene:
+ split.template_ID(scene, "world", new="world.new")
+ elif world:
+ split.template_ID(space, "pin_id")
+
+
+class WORLD_PT_game_world(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "World"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ scene = context.scene
+ return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ world = context.world
+
+ row = layout.row()
+ row.column().prop(world, "horizon_color")
+ row.column().prop(world, "ambient_color")
+
+
+class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Mist"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ scene = context.scene
+ return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ world = context.world
+
+ self.layout.prop(world.mist_settings, "use_mist", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ world = context.world
+
+ layout.active = world.mist_settings.use_mist
+
+ row = layout.row()
+ row.prop(world.mist_settings, "start")
+ row.prop(world.mist_settings, "depth")
+
+
+class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Physics"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ scene = context.scene
+ return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_settings
+
+ layout.prop(gs, "physics_engine")
+ if gs.physics_engine != 'NONE':
+ layout.prop(gs, "physics_gravity", text="Gravity")
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Physics Steps:")
+ sub = col.column(align=True)
+ sub.prop(gs, "physics_step_max", text="Max")
+ sub.prop(gs, "physics_step_sub", text="Substeps")
+ col.prop(gs, "fps", text="FPS")
+
+ col = split.column()
+ col.label(text="Logic Steps:")
+ col.prop(gs, "logic_step_max", text="Max")
+
+ col = layout.column()
+ col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
+ sub = col.column()
+ sub.active = gs.use_occlusion_culling
+ sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
+
+ else:
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Physics Steps:")
+ col.prop(gs, "fps", text="FPS")
+
+ col = split.column()
+ col.label(text="Logic Steps:")
+ col.prop(gs, "logic_step_max", text="Max")
+
+if __name__ == "__main__": # only for live edit.
+ bpy.utils.register_module(__name__)