
Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
882 lines
27 KiB
Python
882 lines
27 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, Menu
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class PhysicsButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
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bl_label = "Physics"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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ob = context.active_object
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rd = context.scene.render
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return ob and ob.game and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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ob = context.active_object
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game = ob.game
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soft = ob.game.soft_body
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layout.prop(game, "physics_type")
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layout.separator()
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physics_type = game.physics_type
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if physics_type == 'CHARACTER':
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layout.prop(game, "use_actor")
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layout.prop(ob, "hide_render", text="Invisible") # out of place but useful
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layout.prop(game, "step_height", slider=True)
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layout.prop(game, "jump_speed")
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layout.prop(game, "fall_speed")
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layout.prop(game, "jump_max")
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elif physics_type in {'DYNAMIC', 'RIGID_BODY'}:
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split = layout.split()
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col = split.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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col.prop(ob, "hide_render", text="Invisible") # out of place but useful
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col = split.column()
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col.prop(game, "use_material_physics_fh")
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col.prop(game, "use_rotate_from_normal")
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col.prop(game, "use_sleep")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Attributes:")
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col.prop(game, "mass")
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col.prop(game, "radius")
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col.prop(game, "form_factor")
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col = split.column()
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sub = col.column()
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sub.prop(game, "use_anisotropic_friction")
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subsub = sub.column()
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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split = layout.split()
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col = split.column()
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col.label(text="Linear velocity:")
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sub = col.column(align=True)
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sub.prop(game, "velocity_min", text="Minimum")
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sub.prop(game, "velocity_max", text="Maximum")
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col.label(text="Angular velocity:")
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sub = col.column(align=True)
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sub.prop(game, "angular_velocity_min", text="Minimum")
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sub.prop(game, "angular_velocity_max", text="Maximum")
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col = split.column()
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col.label(text="Damping:")
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sub = col.column(align=True)
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sub.prop(game, "damping", text="Translation", slider=True)
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sub.prop(game, "rotation_damping", text="Rotation", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Lock Translation:")
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col.prop(game, "lock_location_x", text="X")
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col.prop(game, "lock_location_y", text="Y")
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col.prop(game, "lock_location_z", text="Z")
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if physics_type == 'RIGID_BODY':
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col = split.column()
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col.label(text="Lock Rotation:")
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col.prop(game, "lock_rotation_x", text="X")
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col.prop(game, "lock_rotation_y", text="Y")
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col.prop(game, "lock_rotation_z", text="Z")
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elif physics_type == 'SOFT_BODY':
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col = layout.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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col.prop(ob, "hide_render", text="Invisible")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Attributes:")
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col.prop(game, "mass")
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# disabled in the code
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# col.prop(soft, "weld_threshold")
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col.prop(soft, "location_iterations")
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col.prop(soft, "linear_stiffness", slider=True)
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col.prop(soft, "dynamic_friction", slider=True)
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col.prop(soft, "collision_margin", slider=True)
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col.prop(soft, "use_bending_constraints", text="Bending Constraints")
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col = split.column()
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col.prop(soft, "use_shape_match")
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sub = col.column()
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sub.active = soft.use_shape_match
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sub.prop(soft, "shape_threshold", slider=True)
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col.separator()
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col.label(text="Cluster Collision:")
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col.prop(soft, "use_cluster_rigid_to_softbody")
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col.prop(soft, "use_cluster_soft_to_softbody")
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sub = col.column()
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sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
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sub.prop(soft, "cluster_iterations", text="Iterations")
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elif physics_type == 'STATIC':
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col = layout.column()
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col.prop(game, "use_actor")
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col.prop(game, "use_ghost")
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col.prop(game, "use_record_animation")
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col.prop(ob, "hide_render", text="Invisible")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.label(text="Attributes:")
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col.prop(game, "radius")
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col = split.column()
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sub = col.column()
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sub.prop(game, "use_anisotropic_friction")
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subsub = sub.column()
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subsub.active = game.use_anisotropic_friction
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subsub.prop(game, "friction_coefficients", text="", slider=True)
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elif physics_type == 'SENSOR':
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col = layout.column()
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col.prop(game, "use_actor", text="Detect Actors")
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col.prop(ob, "hide_render", text="Invisible")
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elif physics_type in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDER'}:
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layout.prop(ob, "hide_render", text="Invisible")
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elif physics_type == 'NAVMESH':
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layout.operator("mesh.navmesh_face_copy")
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layout.operator("mesh.navmesh_face_add")
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layout.separator()
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layout.operator("mesh.navmesh_reset")
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layout.operator("mesh.navmesh_clear")
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class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
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bl_label = "Collision Bounds"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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game = context.object.game
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rd = context.scene.render
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return (rd.engine in cls.COMPAT_ENGINES) \
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and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'CHARACTER', 'SOFT_BODY'})
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def draw_header(self, context):
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game = context.active_object.game
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self.layout.prop(game, "use_collision_bounds", text="")
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def draw(self, context):
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layout = self.layout
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game = context.active_object.game
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split = layout.split()
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split.active = game.use_collision_bounds
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col = split.column()
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col.prop(game, "collision_bounds_type", text="Bounds")
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row = col.row()
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row.prop(game, "collision_margin", text="Margin", slider=True)
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sub = row.row()
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sub.active = game.physics_type not in {'SOFT_BODY', 'CHARACTER'}
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sub.prop(game, "use_collision_compound", text="Compound")
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(game, "collision_group")
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col = split.column()
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col.prop(game, "collision_mask")
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class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
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bl_label = "Create Obstacle"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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game = context.object.game
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rd = context.scene.render
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return (rd.engine in cls.COMPAT_ENGINES) \
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and (game.physics_type in {'SENSOR', 'STATIC', 'DYNAMIC', 'RIGID_BODY', 'SOFT_BODY', 'CHARACTER', 'NO_COLLISION'})
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def draw_header(self, context):
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game = context.active_object.game
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self.layout.prop(game, "use_obstacle_create", text="")
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def draw(self, context):
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layout = self.layout
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game = context.active_object.game
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layout.active = game.use_obstacle_create
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row = layout.row()
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row.prop(game, "obstacle_radius", text="Radius")
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row.label()
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class RenderButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return (rd.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_embedded(RenderButtonsPanel, Panel):
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bl_label = "Embedded Player"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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row = layout.row()
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row.operator("view3d.game_start", text="Start")
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row = layout.row()
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row.label(text="Resolution:")
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row = layout.row(align=True)
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row.prop(rd, "resolution_x", slider=False, text="X")
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row.prop(rd, "resolution_y", slider=False, text="Y")
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class RENDER_PT_game_player(RenderButtonsPanel, Panel):
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bl_label = "Standalone Player"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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import sys
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layout = self.layout
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not_osx = sys.platform != "darwin"
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gs = context.scene.game_settings
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row = layout.row()
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row.operator("wm.blenderplayer_start", text="Start")
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row = layout.row()
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row.label(text="Resolution:")
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row = layout.row(align=True)
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row.active = not_osx or not gs.show_fullscreen
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row.prop(gs, "resolution_x", slider=False, text="X")
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row.prop(gs, "resolution_y", slider=False, text="Y")
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row = layout.row()
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col = row.column()
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col.prop(gs, "show_fullscreen")
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if not_osx:
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col = row.column()
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col.prop(gs, "use_desktop")
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col.active = gs.show_fullscreen
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col = layout.column()
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col.label(text="Quality:")
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col.prop(gs, "samples")
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col = layout.column(align=True)
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col.prop(gs, "depth", text="Bit Depth", slider=False)
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col.prop(gs, "frequency", text="Refresh Rate", slider=False)
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class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
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bl_label = "Stereo"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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stereo_mode = gs.stereo
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# stereo options:
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layout.prop(gs, "stereo", expand=True)
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# stereo:
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if stereo_mode == 'STEREO':
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layout.prop(gs, "stereo_mode")
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layout.prop(gs, "stereo_eye_separation")
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# dome:
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elif stereo_mode == 'DOME':
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layout.prop(gs, "dome_mode", text="Dome Type")
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dome_type = gs.dome_mode
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split = layout.split()
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if dome_type in {'FISHEYE', 'TRUNCATED_REAR', 'TRUNCATED_FRONT'}:
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col.prop(gs, "dome_angle", slider=True)
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col = split.column()
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col.prop(gs, "dome_tessellation", text="Tessellation")
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col.prop(gs, "dome_tilt")
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elif dome_type == 'PANORAM_SPH':
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col = split.column()
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col.prop(gs, "dome_tessellation", text="Tessellation")
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else: # cube map
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col = split.column()
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col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
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col = split.column()
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layout.prop(gs, "dome_text")
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class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
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bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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layout.prop(gs, "material_mode", expand=True)
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if gs.material_mode == 'GLSL':
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split = layout.split()
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col = split.column()
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col.prop(gs, "use_glsl_lights", text="Lights")
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col.prop(gs, "use_glsl_shaders", text="Shaders")
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col.prop(gs, "use_glsl_shadows", text="Shadows")
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col.prop(gs, "use_glsl_environment_lighting", text="Environment Lighting")
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col = split.column()
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col.prop(gs, "use_glsl_ramps", text="Ramps")
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col.prop(gs, "use_glsl_nodes", text="Nodes")
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col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
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class RENDER_PT_game_system(RenderButtonsPanel, Panel):
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bl_label = "System"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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col = layout.column()
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row = col.row()
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col = row.column()
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col.prop(gs, "use_frame_rate")
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col.prop(gs, "use_restrict_animation_updates")
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col.prop(gs, "use_material_caching")
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col = row.column()
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col.prop(gs, "use_display_lists")
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col.active = gs.raster_storage != 'VERTEX_BUFFER_OBJECT'
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row = layout.row()
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row.prop(gs, "vsync")
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row = layout.row()
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row.prop(gs, "raster_storage")
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row = layout.row()
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row.label("Exit Key")
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row.prop(gs, "exit_key", text="", event=True)
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class RENDER_PT_game_display(RenderButtonsPanel, Panel):
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bl_label = "Display"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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layout.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
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flow = layout.column_flow()
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flow.prop(gs, "show_debug_properties", text="Debug Properties")
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flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
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flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
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flow.prop(gs, "use_deprecation_warnings")
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flow.prop(gs, "show_mouse", text="Mouse Cursor")
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col = layout.column()
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col.label(text="Framing:")
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col.row().prop(gs, "frame_type", expand=True)
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if gs.frame_type == 'LETTERBOX':
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col.prop(gs, "frame_color", text="")
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class SceneButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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class SCENE_PT_game_physics(SceneButtonsPanel, Panel):
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bl_label = "Physics"
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COMPAT_ENGINES = {'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return (scene.render.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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gs = context.scene.game_settings
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layout.prop(gs, "physics_engine", text="Engine")
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if gs.physics_engine != 'NONE':
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layout.prop(gs, "physics_gravity", text="Gravity")
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split = layout.split()
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col = split.column()
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col.label(text="Physics Steps:")
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sub = col.column(align=True)
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sub.prop(gs, "physics_step_max", text="Max")
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sub.prop(gs, "physics_step_sub", text="Substeps")
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col.prop(gs, "fps", text="FPS")
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col = split.column()
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col.label(text="Logic Steps:")
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col.prop(gs, "logic_step_max", text="Max")
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col = layout.column()
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col.label(text="Physics Deactivation:")
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sub = col.row(align=True)
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sub.prop(gs, "deactivation_linear_threshold", text="Linear Threshold")
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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)
|