From 2d797f35d804fd86ef079b30f2c83a81a8e38cd5 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Mon, 28 Sep 2009 03:19:52 +0000 Subject: - removed 2.4x release/scripts - moved release/io and release/ui into release/scripts/io, ui - updated scons, cmake, make When porting 2.4x scripts back, use a command like this so as not to loose the commit history... svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/raw_import.py release/scripts/io/import_raw.py --- release/scripts/ui/buttons_game.py | 416 +++++++++++++++++++++++++++++++++++++ 1 file changed, 416 insertions(+) create mode 100644 release/scripts/ui/buttons_game.py (limited to 'release/scripts/ui/buttons_game.py') 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) -- cgit v1.2.3