# ##### 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 class PhysicsButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "physics" class PHYSICS_PT_game_physics(PhysicsButtonsPanel, bpy.types.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() #if game.physics_type == 'DYNAMIC': if game.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") 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.active = (game.physics_type == 'RIGID_BODY') 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="Velocity:") sub = col.column(align=True) sub.prop(game, "velocity_min", text="Minimum") sub.prop(game, "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") 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 game.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") 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 game.physics_type == 'STATIC': col = layout.column() col.prop(game, "use_actor") col.prop(game, "use_ghost") col.prop(ob, "hide_render", text="Invisible") elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'): layout.prop(ob, "hide_render", text="Invisible") class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, bpy.types.Panel): bl_label = "Collision Bounds" COMPAT_ENGINES = {'BLENDER_GAME'} @classmethod def poll(cls, context): game = context.object.game rd = context.scene.render return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC')) and (rd.engine in cls.COMPAT_ENGINES) 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 layout.active = game.use_collision_bounds layout.prop(game, "collision_bounds_type", text="Bounds") split = layout.split() col = split.column() col.prop(game, "collision_margin", text="Margin", slider=True) col = split.column() col.prop(game, "use_collision_compound", text="Compound") 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_game(RenderButtonsPanel, bpy.types.Panel): bl_label = "Game" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout row = layout.row() row.operator("view3d.game_start", text="Start") row.label() class RENDER_PT_game_player(RenderButtonsPanel, bpy.types.Panel): bl_label = "Standalone Player" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout gs = context.scene.game_settings layout.prop(gs, "show_fullscreen") split = layout.split() col = split.column() col.label(text="Resolution:") sub = col.column(align=True) sub.prop(gs, "resolution_x", slider=False, text="X") sub.prop(gs, "resolution_y", slider=False, text="Y") col = split.column() col.label(text="Quality:") sub = col.column(align=True) sub.prop(gs, "depth", text="Bit Depth", slider=False) sub.prop(gs, "frequency", text="FPS", slider=False) # framing: 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 RENDER_PT_game_stereo(RenderButtonsPanel, bpy.types.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.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 == 'FISHEYE' or \ dome_type == 'TRUNCATED_REAR' or \ dome_type == '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_tesselation", text="Tesselation") 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_tesselation", text="Tesselation") 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, bpy.types.Panel): bl_label = "Shading" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout gs = context.scene.game_settings layout.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 = 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_performance(RenderButtonsPanel, bpy.types.Panel): bl_label = "Performance" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout gs = context.scene.game_settings split = layout.split() col = split.column() col.label(text="Show:") col.prop(gs, "show_debug_properties", text="Debug Properties") col.prop(gs, "show_framerate_profile", text="Framerate and Profile") col.prop(gs, "show_physics_visualization", text="Physics Visualization") col.prop(gs, "use_deprecation_warnings") col = split.column() col.label(text="Render:") col.prop(gs, "use_frame_rate") col.prop(gs, "use_display_lists") class RENDER_PT_game_sound(RenderButtonsPanel, bpy.types.Panel): bl_label = "Sound" COMPAT_ENGINES = {'BLENDER_GAME'} def draw(self, context): layout = self.layout scene = context.scene layout.prop(scene, "audio_distance_model") layout.prop(scene, "audio_doppler_speed", text="Speed") layout.prop(scene, "audio_doppler_factor") class WorldButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "world" class WORLD_PT_game_context_world(WorldButtonsPanel, bpy.types.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.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, bpy.types.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 split = layout.split() col = split.column() col.prop(world, "horizon_color") col = split.column() col.prop(world, "ambient_color") class WORLD_PT_game_mist(WorldButtonsPanel, bpy.types.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 split = layout.split() col = split.column() col.prop(world.mist_settings, "start") col = split.column() col.prop(world.mist_settings, "depth") class WORLD_PT_game_physics(WorldButtonsPanel, bpy.types.Panel): bl_label = "Physics" 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 gs = context.scene.game_settings layout.prop(gs, "physics_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.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") def register(): pass def unregister(): pass if __name__ == "__main__": register()