diff options
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 498 |
1 files changed, 498 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..d04f486cf1e --- /dev/null +++ b/release/scripts/startup/bl_ui/properties_game.py @@ -0,0 +1,498 @@ +# ##### 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") |