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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.py881
1 files changed, 0 insertions, 881 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 ac51b97e87d..00000000000
--- a/release/scripts/startup/bl_ui/properties_game.py
+++ /dev/null
@@ -1,881 +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
- 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()
-
- 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
- rd = context.scene.render
- return (rd.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
- rd = context.scene.render
- return (rd.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):
- rd = context.scene.render
- return (rd.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
-
- rd = context.scene.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.prop(gs, "use_material_caching")
- col = row.column()
- col.prop(gs, "use_display_lists")
- col.active = gs.raster_storage != 'VERTEX_BUFFER_OBJECT'
-
- 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.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.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.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.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):
- rd = context.scene.render
- return (context.scene) and (rd.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.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.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.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.scene.render.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.scene.render.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)