BGE: TexFace panel (from patch #21780 from Mitchell Stokes + some changes)

the patch exposes a rna property to get the active edit mode face. This is a hack.
However it's a small patch (a.k.a. easy to revert later if needed).

The official plan is to wait for BMesh before tackling it properly. Nevertheless TexFace panel is really important for BGE.

Missing: operators to copy the current parameters to other selected faces.

* note: what I changed from the original patch is the UI script. The pool wasn't defined and it was using tabs.
This commit is contained in:
Dalai Felinto
2010-04-12 03:06:49 +00:00
parent 091f70e92d
commit 7135edb75d
3 changed files with 73 additions and 0 deletions

View File

@@ -281,6 +281,52 @@ class DATA_PT_uv_texture(DataButtonsPanel):
lay = me.active_uv_texture
if lay:
layout.prop(lay, "name")
class DATA_PT_texface(DataButtonsPanel):
bl_label = "Texture Face"
def poll(self, context):
ob = context.active_object
rd = context.scene.render
return (context.mode =='EDIT_MESH') and (rd.engine == 'BLENDER_GAME') \
and ob and ob.type in ('MESH')
def draw(self, context):
layout = self.layout
col = layout.column()
wide_ui = context.region.width > narrowui
me = context.mesh
tf = me.faces.active_tface
if tf:
split = layout.split()
col = split.column()
col.prop(tf, "tex")
col.prop(tf, "light")
col.prop(tf, "invisible")
col.prop(tf, "collision")
col.prop(tf, "shared")
col.prop(tf, "twoside")
col.prop(tf, "object_color")
if wide_ui:
col = split.column()
col.prop(tf, "halo")
col.prop(tf, "billboard")
col.prop(tf, "shadow")
col.prop(tf, "text")
col.prop(tf, "alpha_sort")
col = layout.column()
col.prop(tf, "transp")
else:
col.label(text="No UV Texture")
class DATA_PT_vertex_colors(DataButtonsPanel):
@@ -315,6 +361,7 @@ classes = [
DATA_PT_vertex_groups,
DATA_PT_shape_keys,
DATA_PT_uv_texture,
DATA_PT_texface,
DATA_PT_vertex_colors,
DATA_PT_custom_props_mesh]