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") 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) 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)