503 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			503 lines
		
	
	
		
			15 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### 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 #####
 | 
						|
 | 
						|
# <pep8 compliant>
 | 
						|
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()
 |