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Diffstat (limited to 'release/scripts/ui/buttons_game.py')
-rw-r--r--release/scripts/ui/buttons_game.py416
1 files changed, 416 insertions, 0 deletions
diff --git a/release/scripts/ui/buttons_game.py b/release/scripts/ui/buttons_game.py
new file mode 100644
index 00000000000..5f5d4f916d0
--- /dev/null
+++ b/release/scripts/ui/buttons_game.py
@@ -0,0 +1,416 @@
+
+import bpy
+
+class PhysicsButtonsPanel(bpy.types.Panel):
+ __space_type__ = 'PROPERTIES'
+ __region_type__ = 'WINDOW'
+ __context__ = "physics"
+
+ def poll(self, context):
+ ob = context.active_object
+ rd = context.scene.render_data
+ return ob and ob.game and (rd.engine == 'BLENDER_GAME')
+
+class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
+ __label__ = "Physics"
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.active_object
+ game = ob.game
+ soft = ob.game.soft_body
+
+ layout.itemR(game, "physics_type")
+ layout.itemS()
+
+ #if game.physics_type == 'DYNAMIC':
+ if game.physics_type in ('DYNAMIC', 'RIGID_BODY'):
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(game, "actor")
+ col.itemR(game, "ghost")
+ col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+
+ col = split.column()
+ col.itemR(game, "material_physics")
+ col.itemR(game, "rotate_from_normal")
+ col.itemR(game, "no_sleeping")
+
+ layout.itemS()
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Attributes:")
+ col.itemR(game, "mass")
+ col.itemR(game, "radius")
+ col.itemR(game, "form_factor")
+
+ col = split.column()
+ sub = col.column()
+ sub.active = (game.physics_type == 'RIGID_BODY')
+ sub.itemR(game, "anisotropic_friction")
+ subsub = sub.column()
+ subsub.active = game.anisotropic_friction
+ subsub.itemR(game, "friction_coefficients", text="", slider=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Velocity:")
+ sub = col.column(align=True)
+ sub.itemR(game, "minimum_velocity", text="Minimum")
+ sub.itemR(game, "maximum_velocity", text="Maximum")
+
+ col = split.column()
+ col.itemL(text="Damping:")
+ sub = col.column(align=True)
+ sub.itemR(game, "damping", text="Translation", slider=True)
+ sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
+
+ layout.itemS()
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Lock Translation:")
+ col.itemR(game, "lock_x_axis", text="X")
+ col.itemR(game, "lock_y_axis", text="Y")
+ col.itemR(game, "lock_z_axis", text="Z")
+
+ col = split.column()
+ col.itemL(text="Lock Rotation:")
+ col.itemR(game, "lock_x_rot_axis", text="X")
+ col.itemR(game, "lock_y_rot_axis", text="Y")
+ col.itemR(game, "lock_z_rot_axis", text="Z")
+
+ elif game.physics_type == 'SOFT_BODY':
+ col = layout.column()
+ col.itemR(game, "actor")
+ col.itemR(game, "ghost")
+ col.itemR(ob, "restrict_render", text="Invisible")
+
+ layout.itemS()
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Attributes:")
+ col.itemR(game, "mass")
+ col.itemR(soft, "welding")
+ col.itemR(soft, "position_iterations")
+ col.itemR(soft, "linstiff", slider=True)
+ col.itemR(soft, "dynamic_friction", slider=True)
+ col.itemR(soft, "margin", slider=True)
+ col.itemR(soft, "bending_const", text="Bending Constraints")
+
+ col = split.column()
+ col.itemR(soft, "shape_match")
+ sub = col.column()
+ sub.active = soft.shape_match
+ sub.itemR(soft, "threshold", slider=True)
+
+ col.itemS()
+
+ col.itemL(text="Cluster Collision:")
+ col.itemR(soft, "cluster_rigid_to_softbody")
+ col.itemR(soft, "cluster_soft_to_softbody")
+ sub = col.column()
+ sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
+ sub.itemR(soft, "cluster_iterations", text="Iterations")
+
+ elif game.physics_type == 'STATIC':
+ col = layout.column()
+ col.itemR(game, "actor")
+ col.itemR(game, "ghost")
+ col.itemR(ob, "restrict_render", text="Invisible")
+
+ elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
+ layout.itemR(ob, "restrict_render", text="Invisible")
+
+class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
+ __label__ = "Collision Bounds"
+
+ def poll(self, context):
+ game = context.object.game
+ rd = context.scene.render_data
+ return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine == 'BLENDER_GAME')
+
+ def draw_header(self, context):
+ game = context.active_object.game
+
+ self.layout.itemR(game, "use_collision_bounds", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ game = context.active_object.game
+
+ layout.active = game.use_collision_bounds
+ layout.itemR(game, "collision_bounds", text="Bounds")
+
+ row = layout.row()
+ row.itemR(game, "collision_compound", text="Compound")
+ row.itemR(game, "collision_margin", text="Margin", slider=True)
+
+bpy.types.register(PHYSICS_PT_game_physics)
+bpy.types.register(PHYSICS_PT_game_collision_bounds)
+
+class SceneButtonsPanel(bpy.types.Panel):
+ __space_type__ = 'PROPERTIES'
+ __region_type__ = 'WINDOW'
+ __context__ = "scene"
+
+ def poll(self, context):
+ rd = context.scene.render_data
+ return (rd.engine == 'BLENDER_GAME')
+
+class SCENE_PT_game(SceneButtonsPanel):
+ __label__ = "Game"
+
+ def draw(self, context):
+ layout = self.layout
+
+ row = layout.row()
+ row.itemO("view3d.game_start", text="Start")
+ row.itemL()
+
+class SCENE_PT_game_player(SceneButtonsPanel):
+ __label__ = "Standalone Player"
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_data
+
+ layout.itemR(gs, "fullscreen")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Resolution:")
+ sub = col.column(align=True)
+ sub.itemR(gs, "resolution_x", slider=False, text="X")
+ sub.itemR(gs, "resolution_y", slider=False, text="Y")
+
+ col = split.column()
+ col.itemL(text="Quality:")
+ sub = col.column(align=True)
+ sub.itemR(gs, "depth", text="Bit Depth", slider=False)
+ sub.itemR(gs, "frequency", text="FPS", slider=False)
+
+ # framing:
+ col = layout.column()
+ col.itemL(text="Framing:")
+ col.row().itemR(gs, "framing_type", expand=True)
+ if gs.framing_type == 'LETTERBOX':
+ col.itemR(gs, "framing_color", text="")
+
+class SCENE_PT_game_stereo(SceneButtonsPanel):
+ __label__ = "Stereo"
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_data
+ stereo_mode = gs.stereo
+
+ # stereo options:
+ layout.itemR(gs, "stereo", expand=True)
+
+ # stereo:
+ if stereo_mode == 'STEREO':
+ layout.itemR(gs, "stereo_mode")
+ layout.itemL(text="To do: Focal Length")
+ layout.itemL(text="To do: Eye Separation")
+
+ # dome:
+ elif stereo_mode == 'DOME':
+ layout.itemR(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.itemR(gs, "dome_angle", slider=True)
+ col.itemR(gs, "dome_tilt")
+
+ col=split.column()
+ col.itemR(gs, "dome_tesselation", text="Tesselation")
+ col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+
+ elif dome_type == 'PANORAM_SPH':
+ col=split.column()
+ col.itemR(gs, "dome_tesselation", text="Tesselation")
+ col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+
+ else: # cube map
+ col=split.column()
+ col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
+
+ layout.itemR(gs, "dome_text")
+
+class SCENE_PT_game_shading(SceneButtonsPanel):
+ __label__ = "Shading"
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_data
+ layout.itemR(gs, "material_mode", expand=True)
+
+ if gs.material_mode == 'GLSL':
+ split = layout.split()
+
+ col = split.column()
+ col.itemR(gs, "glsl_lights", text="Lights")
+ col.itemR(gs, "glsl_shaders", text="Shaders")
+ col.itemR(gs, "glsl_shadows", text="Shadows")
+
+ col = split.column()
+ col.itemR(gs, "glsl_ramps", text="Ramps")
+ col.itemR(gs, "glsl_nodes", text="Nodes")
+ col.itemR(gs, "glsl_extra_textures", text="Extra Textures")
+
+class SCENE_PT_game_performance(SceneButtonsPanel):
+ __label__ = "Performance"
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_data
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Show:")
+ col.itemR(gs, "show_debug_properties", text="Debug Properties")
+ col.itemR(gs, "show_framerate_profile", text="Framerate and Profile")
+ col.itemR(gs, "show_physics_visualization", text="Physics Visualization")
+ col.itemR(gs, "deprecation_warnings")
+
+ col = split.column()
+ col.itemL(text="Render:")
+ col.itemR(gs, "all_frames")
+ col.itemR(gs, "display_lists")
+
+class SCENE_PT_game_sound(SceneButtonsPanel):
+ __label__ = "Sound"
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+
+ layout.itemR(scene, "distance_model")
+ layout.itemR(scene, "speed_of_sound", text="Speed")
+ layout.itemR(scene, "doppler_factor")
+
+bpy.types.register(SCENE_PT_game)
+bpy.types.register(SCENE_PT_game_player)
+bpy.types.register(SCENE_PT_game_stereo)
+bpy.types.register(SCENE_PT_game_shading)
+bpy.types.register(SCENE_PT_game_performance)
+bpy.types.register(SCENE_PT_game_sound)
+
+class WorldButtonsPanel(bpy.types.Panel):
+ __space_type__ = 'PROPERTIES'
+ __region_type__ = 'WINDOW'
+ __context__ = "world"
+
+ def poll(self, context):
+ rd = context.scene.render_data
+ return (rd.engine == 'BLENDER_GAME')
+
+class WORLD_PT_game_context_world(WorldButtonsPanel):
+ __show_header__ = False
+
+ def poll(self, context):
+ rd = context.scene.render_data
+ 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):
+ __label__ = "World"
+
+ def draw(self, context):
+ layout = self.layout
+
+ world = context.world
+
+ row = layout.row()
+ row.column().itemR(world, "horizon_color")
+ row.column().itemR(world, "ambient_color")
+
+ layout.itemR(world.mist, "enabled", text="Mist")
+
+ row = layout.column_flow()
+ row.active = world.mist.enabled
+ row.itemR(world.mist, "start")
+ row.itemR(world.mist, "depth")
+
+class WORLD_PT_game_physics(WorldButtonsPanel):
+ __label__ = "Physics"
+
+ def draw(self, context):
+ layout = self.layout
+
+ gs = context.scene.game_data
+
+ layout.itemR(gs, "physics_engine")
+ if gs.physics_engine != 'NONE':
+ layout.itemR(gs, "physics_gravity", text="Gravity")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Physics Steps:")
+ sub = col.column(align=True)
+ sub.itemR(gs, "physics_step_max", text="Max")
+ sub.itemR(gs, "physics_step_sub", text="Substeps")
+ col.itemR(gs, "fps", text="FPS")
+
+ col = split.column()
+ col.itemL(text="Logic Steps:")
+ col.itemR(gs, "logic_step_max", text="Max")
+
+ col = layout.column()
+ col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
+ sub = col.column()
+ sub.active = gs.use_occlusion_culling
+ sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
+
+ else:
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Physics Steps:")
+ col.itemR(gs, "fps", text="FPS")
+
+ col = split.column()
+ col.itemL(text="Logic Steps:")
+ col.itemR(gs, "logic_step_max", text="Max")
+
+bpy.types.register(WORLD_PT_game_context_world)
+bpy.types.register(WORLD_PT_game_world)
+bpy.types.register(WORLD_PT_game_physics)