diff options
Diffstat (limited to 'release')
-rw-r--r-- | release/ui/space_logic.py | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/release/ui/space_logic.py b/release/ui/space_logic.py new file mode 100644 index 00000000000..71d94c86bf3 --- /dev/null +++ b/release/ui/space_logic.py @@ -0,0 +1,80 @@ +import bpy + +class LOGIC_PT_physics(bpy.types.Panel): + __space_type__ = "LOGIC_EDITOR" + __region_type__ = "UI" + __label__ = "Physics" + + def draw(self, context): + layout = self.layout + ob = context.active_object + + game = ob.game + + flow = layout.column_flow() + flow.active = True + flow.itemR(game, "physics_type") + flow.itemR(game, "actor") + + row = layout.row() + row.itemR(game, "ghost") + row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful + + flow = layout.column_flow() + flow.itemR(game, "mass") + flow.itemR(game, "radius") + flow.itemR(game, "no_sleeping") + flow.itemR(game, "damping") + flow.itemR(game, "rotation_damping") + flow.itemR(game, "minimum_velocity") + flow.itemR(game, "maximum_velocity") + + row = layout.row() + row.itemR(game, "do_fh") + row.itemR(game, "rotation_fh") + + flow = layout.column_flow() + flow.itemR(game, "form_factor") + flow.itemR(game, "anisotropic_friction") + + flow = layout.column_flow() + flow.active = game.anisotropic_friction + flow.itemR(game, "friction_coefficients") + + split = layout.split() + sub = split.column() + sub.itemR(game, "lock_x_axis") + sub.itemR(game, "lock_y_axis") + sub.itemR(game, "lock_z_axis") + sub = split.column() + sub.itemR(game, "lock_x_rot_axis") + sub.itemR(game, "lock_y_rot_axis") + sub.itemR(game, "lock_z_rot_axis") + + +class LOGIC_PT_collision_bounds(bpy.types.Panel): + __space_type__ = "LOGIC_EDITOR" + __region_type__ = "UI" + __label__ = "Collision Bounds" + + def draw_header(self, context): + layout = self.layout + ob = context.active_object + game = ob.game + + layout.itemR(game, "use_collision_bounds", text="") + + def draw(self, context): + layout = self.layout + + ob = context.scene.objects[0] + game = ob.game + + flow = layout.column_flow() + flow.active = game.use_collision_bounds + flow.itemR(game, "collision_bounds") + flow.itemR(game, "collision_compound") + flow.itemR(game, "collision_margin") + +bpy.types.register(LOGIC_PT_physics) +bpy.types.register(LOGIC_PT_collision_bounds) |