# ##### 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 ##### # 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 = 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.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)