diff options
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_game.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_game.py | 879 |
1 files changed, 0 insertions, 879 deletions
diff --git a/release/scripts/startup/bl_ui/properties_game.py b/release/scripts/startup/bl_ui/properties_game.py deleted file mode 100644 index eb2d3d49e61..00000000000 --- a/release/scripts/startup/bl_ui/properties_game.py +++ /dev/null @@ -1,879 +0,0 @@ -# ##### 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 -from bpy.types import Panel, Menu - - -class PhysicsButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "physics" - - -class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel): - bl_label = "Physics" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - ob = context.active_object - view_render = context.scene.view_render - return ob and ob.game and (view_render.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() - - physics_type = game.physics_type - - if physics_type == 'CHARACTER': - layout.prop(game, "use_actor") - layout.prop(ob, "hide_render", text="Invisible") # out of place but useful - layout.prop(game, "step_height", slider=True) - layout.prop(game, "jump_speed") - layout.prop(game, "fall_speed") - layout.prop(game, "jump_max") - - elif 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="Linear Velocity:") - sub = col.column(align=True) - sub.prop(game, "velocity_min", text="Minimum") - sub.prop(game, "velocity_max", text="Maximum") - col.label(text="Angular Velocity:") - sub = col.column(align=True) - sub.prop(game, "angular_velocity_min", text="Minimum") - sub.prop(game, "angular_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") - - if physics_type == 'RIGID_BODY': - 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 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") - # disabled in the code - # 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 physics_type == 'STATIC': - col = layout.column() - col.prop(game, "use_actor") - col.prop(game, "use_ghost") - col.prop(game, "use_record_animation") - 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 physics_type == 'SENSOR': - col = layout.column() - col.prop(game, "use_actor", text="Detect Actors") - col.prop(ob, "hide_render", text="Invisible") - - elif physics_type in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDER'}: - layout.prop(ob, "hide_render", text="Invisible") - - elif physics_type == 'NAVMESH': - layout.operator("mesh.navmesh_face_copy") - layout.operator("mesh.navmesh_face_add") - - layout.separator() - - layout.operator("mesh.navmesh_reset") - layout.operator("mesh.navmesh_clear") - - -class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel): - bl_label = "Collision Bounds" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - game = context.object.game - view_render = context.scene.view_render - return (view_render.engine in cls.COMPAT_ENGINES) \ - and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'CHARACTER', 'SOFT_BODY'}) - - 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 - split = layout.split() - split.active = game.use_collision_bounds - - col = split.column() - col.prop(game, "collision_bounds_type", text="Bounds") - - row = col.row() - row.prop(game, "collision_margin", text="Margin", slider=True) - - sub = row.row() - sub.active = game.physics_type not in {'SOFT_BODY', 'CHARACTER'} - sub.prop(game, "use_collision_compound", text="Compound") - - layout.separator() - split = layout.split() - col = split.column() - col.prop(game, "collision_group") - col = split.column() - col.prop(game, "collision_mask") - - -class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel): - bl_label = "Create Obstacle" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - game = context.object.game - view_render = context.scene.view_render - return (view_render.engine in cls.COMPAT_ENGINES) \ - and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'SOFT_BODY', 'CHARACTER', 'NO_COLLISION'}) - - def draw_header(self, context): - game = context.active_object.game - - self.layout.prop(game, "use_obstacle_create", text="") - - def draw(self, context): - layout = self.layout - - game = context.active_object.game - - layout.active = game.use_obstacle_create - - row = layout.row() - row.prop(game, "obstacle_radius", text="Radius") - row.label() - - -class RenderButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "render" - - @classmethod - def poll(cls, context): - view_render = context.scene.view_render - return (view_render.engine in cls.COMPAT_ENGINES) - - -class RENDER_PT_embedded(RenderButtonsPanel, Panel): - bl_label = "Embedded Player" - COMPAT_ENGINES = {'BLENDER_GAME'} - - def draw(self, context): - layout = self.layout - - view_render = context.scene.view_render - - row = layout.row() - row.operator("view3d.game_start", text="Start") - row = layout.row() - row.label(text="Resolution:") - row = layout.row(align=True) - row.prop(rd, "resolution_x", slider=False, text="X") - row.prop(rd, "resolution_y", slider=False, text="Y") - - -class RENDER_PT_game_player(RenderButtonsPanel, Panel): - bl_label = "Standalone Player" - COMPAT_ENGINES = {'BLENDER_GAME'} - - def draw(self, context): - import sys - layout = self.layout - not_osx = sys.platform != "darwin" - - gs = context.scene.game_settings - - row = layout.row() - row.operator("wm.blenderplayer_start", text="Start") - row = layout.row() - row.label(text="Resolution:") - row = layout.row(align=True) - row.active = not_osx or not gs.show_fullscreen - row.prop(gs, "resolution_x", slider=False, text="X") - row.prop(gs, "resolution_y", slider=False, text="Y") - row = layout.row() - col = row.column() - col.prop(gs, "show_fullscreen") - - if not_osx: - col = row.column() - col.prop(gs, "use_desktop") - col.active = gs.show_fullscreen - - col = layout.column() - col.label(text="Quality:") - col.prop(gs, "samples") - col = layout.column(align=True) - col.prop(gs, "depth", text="Bit Depth", slider=False) - col.prop(gs, "frequency", text="Refresh Rate", slider=False) - - -class RENDER_PT_game_stereo(RenderButtonsPanel, 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.row().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 in {'FISHEYE', 'TRUNCATED_REAR', '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_tessellation", text="Tessellation") - 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_tessellation", text="Tessellation") - - 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, Panel): - bl_label = "Shading" - COMPAT_ENGINES = {'BLENDER_GAME'} - - def draw(self, context): - layout = self.layout - - gs = context.scene.game_settings - - layout.row().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.prop(gs, "use_glsl_environment_lighting", text="Environment Lighting") - - 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_system(RenderButtonsPanel, Panel): - bl_label = "System" - COMPAT_ENGINES = {'BLENDER_GAME'} - - def draw(self, context): - layout = self.layout - - gs = context.scene.game_settings - col = layout.column() - row = col.row() - col = row.column() - col.prop(gs, "use_frame_rate") - col.prop(gs, "use_restrict_animation_updates") - col = row.column() - col.prop(gs, "use_material_caching") - - row = layout.row() - row.prop(gs, "vsync") - - row = layout.row() - row.prop(gs, "raster_storage") - - row = layout.row() - row.label("Exit Key") - row.prop(gs, "exit_key", text="", event=True) - - -class RENDER_PT_game_display(RenderButtonsPanel, Panel): - bl_label = "Display" - COMPAT_ENGINES = {'BLENDER_GAME'} - - def draw(self, context): - layout = self.layout - - gs = context.scene.game_settings - - layout.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False) - - 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") - - 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 SceneButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "scene" - - -class SCENE_PT_game_physics(SceneButtonsPanel, Panel): - bl_label = "Physics" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene.view_render.engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - gs = context.scene.game_settings - - layout.prop(gs, "physics_engine", text="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.label(text="Physics Deactivation:") - sub = col.row(align=True) - sub.prop(gs, "deactivation_linear_threshold", text="Linear Threshold") - sub.prop(gs, "deactivation_angular_threshold", text="Angular Threshold") - sub = col.row() - sub.prop(gs, "deactivation_time", text="Time") - - 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") - - -class SCENE_PT_game_physics_obstacles(SceneButtonsPanel, Panel): - bl_label = "Obstacle Simulation" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene.view_render.engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - gs = context.scene.game_settings - - layout.prop(gs, "obstacle_simulation", text="Type") - if gs.obstacle_simulation != 'NONE': - layout.prop(gs, "level_height") - layout.prop(gs, "show_obstacle_simulation") - - -class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel): - bl_label = "Navigation Mesh" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene and scene.view_render.engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - rd = context.scene.game_settings.recast_data - - layout.operator("mesh.navmesh_make", 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, "slope_max") - col.prop(rd, "climb_max") - - col = layout.column() - col.label(text="Region:") - row = col.row() - row.prop(rd, "region_min_size") - if rd.partitioning != 'LAYERS': - row.prop(rd, "region_merge_size") - - col = layout.column() - col.prop(rd, "partitioning") - - 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 SCENE_PT_game_hysteresis(SceneButtonsPanel, Panel): - bl_label = "Level of Detail" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene and scene.view_render.engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - gs = context.scene.game_settings - - row = layout.row() - row.prop(gs, "use_scene_hysteresis", text="Hysteresis") - row = layout.row() - row.active = gs.use_scene_hysteresis - row.prop(gs, "scene_hysteresis_percentage", text="") - - -class WorldButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "world" - - -class WORLD_PT_game_context_world(WorldButtonsPanel, Panel): - bl_label = "" - bl_options = {'HIDE_HEADER'} - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - view_render = context.scene.view_render - return (context.scene) and (view_render.engine in cls.COMPAT_ENGINES) - - 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, Panel): - bl_label = "World" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene.world and scene.view_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, "zenith_color") - row.column().prop(world, "ambient_color") - - -class WORLD_PT_game_environment_lighting(WorldButtonsPanel, Panel): - bl_label = "Environment Lighting" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene.world and scene.view_render.engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - light = context.world.light_settings - self.layout.prop(light, "use_environment_light", text="") - - def draw(self, context): - layout = self.layout - - light = context.world.light_settings - - layout.active = light.use_environment_light - - split = layout.split() - split.prop(light, "environment_energy", text="Energy") - split.prop(light, "environment_color", text="") - - -class WORLD_PT_game_mist(WorldButtonsPanel, Panel): - bl_label = "Mist" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - scene = context.scene - return (scene.world and scene.view_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 - - layout.prop(world.mist_settings, "falloff") - - row = layout.row(align=True) - row.prop(world.mist_settings, "start") - row.prop(world.mist_settings, "depth") - - layout.prop(world.mist_settings, "intensity", text="Minimum Intensity") - - -class DataButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "data" - - -class DATA_PT_shadow_game(DataButtonsPanel, Panel): - bl_label = "Shadow" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - COMPAT_LIGHTS = {'SPOT', 'SUN'} - lamp = context.lamp - engine = context.engine - return (lamp and lamp.type in COMPAT_LIGHTS) and (engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - lamp = context.lamp - - self.layout.prop(lamp, "use_shadow", text="") - - def draw(self, context): - layout = self.layout - - lamp = context.lamp - - layout.active = lamp.use_shadow - - split = layout.split() - - col = split.column() - col.prop(lamp, "shadow_color", text="") - if lamp.type == 'SUN': - col.prop(lamp, "show_shadow_box") - - col = split.column() - col.prop(lamp, "use_shadow_layer", text="This Layer Only") - col.prop(lamp, "use_only_shadow") - - col = layout.column() - col.label("Buffer Type:") - col.prop(lamp, "ge_shadow_buffer_type", text="", toggle=True) - col.label("Quality:") - col = layout.column(align=True) - col.prop(lamp, "shadow_buffer_size", text="Size") - col.prop(lamp, "shadow_buffer_bias", text="Bias") - col.prop(lamp, "shadow_buffer_bleed_bias", text="Bleed Bias") - - row = layout.row() - row.label("Clipping:") - row = layout.row(align=True) - row.prop(lamp, "shadow_buffer_clip_start", text="Clip Start") - row.prop(lamp, "shadow_buffer_clip_end", text="Clip End") - - if lamp.type == 'SUN': - row = layout.row() - row.prop(lamp, "shadow_frustum_size", text="Frustum Size") - - -class ObjectButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "object" - - -class OBJECT_MT_lod_tools(Menu): - bl_label = "Level Of Detail Tools" - - def draw(self, context): - layout = self.layout - - layout.operator("object.lod_by_name", text="Set By Name") - layout.operator("object.lod_generate", text="Generate") - layout.operator("object.lod_clear_all", text="Clear All", icon='PANEL_CLOSE') - - -class OBJECT_PT_levels_of_detail(ObjectButtonsPanel, Panel): - bl_label = "Levels of Detail" - COMPAT_ENGINES = {'BLENDER_GAME'} - - @classmethod - def poll(cls, context): - return context.engine in cls.COMPAT_ENGINES - - def draw(self, context): - layout = self.layout - ob = context.object - gs = context.scene.game_settings - - col = layout.column() - - for i, level in enumerate(ob.lod_levels): - if i == 0: - continue - box = col.box() - row = box.row() - row.prop(level, "object", text="") - row.operator("object.lod_remove", text="", icon='PANEL_CLOSE').index = i - - row = box.row() - row.prop(level, "distance") - row = row.row(align=True) - row.prop(level, "use_mesh", text="") - row.prop(level, "use_material", text="") - - row = box.row() - row.active = gs.use_scene_hysteresis - row.prop(level, "use_object_hysteresis", text="Hysteresis Override") - row = box.row() - row.active = gs.use_scene_hysteresis and level.use_object_hysteresis - row.prop(level, "object_hysteresis_percentage", text="") - - row = col.row(align=True) - row.operator("object.lod_add", text="Add", icon='ZOOMIN') - row.menu("OBJECT_MT_lod_tools", text="", icon='TRIA_DOWN') - - -classes = ( - PHYSICS_PT_game_physics, - PHYSICS_PT_game_collision_bounds, - PHYSICS_PT_game_obstacles, - RENDER_PT_embedded, - RENDER_PT_game_player, - RENDER_PT_game_stereo, - RENDER_PT_game_shading, - RENDER_PT_game_system, - RENDER_PT_game_display, - SCENE_PT_game_physics, - SCENE_PT_game_physics_obstacles, - SCENE_PT_game_navmesh, - SCENE_PT_game_hysteresis, - WORLD_PT_game_context_world, - WORLD_PT_game_world, - WORLD_PT_game_environment_lighting, - WORLD_PT_game_mist, - DATA_PT_shadow_game, - OBJECT_MT_lod_tools, - OBJECT_PT_levels_of_detail, -) - -if __name__ == "__main__": # only for live edit. - from bpy.utils import register_class - for cls in classes: - register_class(cls) |