Merging r45620 through r45692 from trunk into soc-2011-tomato
[blender.git] / release / scripts / startup / bl_ui / properties_game.py
1 # ##### BEGIN GPL LICENSE BLOCK #####
2 #
3 #  This program is free software; you can redistribute it and/or
4 #  modify it under the terms of the GNU General Public License
5 #  as published by the Free Software Foundation; either version 2
6 #  of the License, or (at your option) any later version.
7 #
8 #  This program is distributed in the hope that it will be useful,
9 #  but WITHOUT ANY WARRANTY; without even the implied warranty of
10 #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
11 #  GNU General Public License for more details.
12 #
13 #  You should have received a copy of the GNU General Public License
14 #  along with this program; if not, write to the Free Software Foundation,
15 #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 #
17 # ##### END GPL LICENSE BLOCK #####
18
19 # <pep8 compliant>
20 import bpy
21 from bpy.types import Panel
22
23
24 class PhysicsButtonsPanel():
25     bl_space_type = 'PROPERTIES'
26     bl_region_type = 'WINDOW'
27     bl_context = "physics"
28
29
30 class PHYSICS_PT_game_physics(PhysicsButtonsPanel, Panel):
31     bl_label = "Physics"
32     COMPAT_ENGINES = {'BLENDER_GAME'}
33
34     @classmethod
35     def poll(cls, context):
36         ob = context.active_object
37         rd = context.scene.render
38         return ob and ob.game and (rd.engine in cls.COMPAT_ENGINES)
39
40     def draw(self, context):
41         layout = self.layout
42
43         ob = context.active_object
44         game = ob.game
45         soft = ob.game.soft_body
46
47         layout.prop(game, "physics_type")
48         layout.separator()
49
50         physics_type = game.physics_type
51
52         if physics_type in {'DYNAMIC', 'RIGID_BODY'}:
53             split = layout.split()
54
55             col = split.column()
56             col.prop(game, "use_actor")
57             col.prop(game, "use_ghost")
58             col.prop(ob, "hide_render", text="Invisible")  # out of place but useful
59
60             col = split.column()
61             col.prop(game, "use_material_physics_fh")
62             col.prop(game, "use_rotate_from_normal")
63             col.prop(game, "use_sleep")
64
65             layout.separator()
66
67             split = layout.split()
68
69             col = split.column()
70             col.label(text="Attributes:")
71             col.prop(game, "mass")
72             col.prop(game, "radius")
73             col.prop(game, "form_factor")
74
75             col = split.column()
76             sub = col.column()
77             sub.prop(game, "use_anisotropic_friction")
78             subsub = sub.column()
79             subsub.active = game.use_anisotropic_friction
80             subsub.prop(game, "friction_coefficients", text="", slider=True)
81
82             split = layout.split()
83
84             col = split.column()
85             col.label(text="Velocity:")
86             sub = col.column(align=True)
87             sub.prop(game, "velocity_min", text="Minimum")
88             sub.prop(game, "velocity_max", text="Maximum")
89
90             col = split.column()
91             col.label(text="Damping:")
92             sub = col.column(align=True)
93             sub.prop(game, "damping", text="Translation", slider=True)
94             sub.prop(game, "rotation_damping", text="Rotation", slider=True)
95
96             layout.separator()
97
98             split = layout.split()
99
100             col = split.column()
101             col.label(text="Lock Translation:")
102             col.prop(game, "lock_location_x", text="X")
103             col.prop(game, "lock_location_y", text="Y")
104             col.prop(game, "lock_location_z", text="Z")
105
106             col = split.column()
107             col.label(text="Lock Rotation:")
108             col.prop(game, "lock_rotation_x", text="X")
109             col.prop(game, "lock_rotation_y", text="Y")
110             col.prop(game, "lock_rotation_z", text="Z")
111
112         elif physics_type == 'SOFT_BODY':
113             col = layout.column()
114             col.prop(game, "use_actor")
115             col.prop(game, "use_ghost")
116             col.prop(ob, "hide_render", text="Invisible")
117
118             layout.separator()
119
120             split = layout.split()
121
122             col = split.column()
123             col.label(text="Attributes:")
124             col.prop(game, "mass")
125             # disabled in the code
126             # col.prop(soft, "weld_threshold")
127             col.prop(soft, "location_iterations")
128             col.prop(soft, "linear_stiffness", slider=True)
129             col.prop(soft, "dynamic_friction", slider=True)
130             col.prop(soft, "collision_margin", slider=True)
131             col.prop(soft, "use_bending_constraints", text="Bending Constraints")
132
133             col = split.column()
134             col.prop(soft, "use_shape_match")
135             sub = col.column()
136             sub.active = soft.use_shape_match
137             sub.prop(soft, "shape_threshold", slider=True)
138
139             col.separator()
140
141             col.label(text="Cluster Collision:")
142             col.prop(soft, "use_cluster_rigid_to_softbody")
143             col.prop(soft, "use_cluster_soft_to_softbody")
144             sub = col.column()
145             sub.active = (soft.use_cluster_rigid_to_softbody or soft.use_cluster_soft_to_softbody)
146             sub.prop(soft, "cluster_iterations", text="Iterations")
147
148         elif physics_type == 'STATIC':
149             col = layout.column()
150             col.prop(game, "use_actor")
151             col.prop(game, "use_ghost")
152             col.prop(ob, "hide_render", text="Invisible")
153
154             layout.separator()
155
156             split = layout.split()
157
158             col = split.column()
159             col.label(text="Attributes:")
160             col.prop(game, "radius")
161
162             col = split.column()
163             sub = col.column()
164             sub.prop(game, "use_anisotropic_friction")
165             subsub = sub.column()
166             subsub.active = game.use_anisotropic_friction
167             subsub.prop(game, "friction_coefficients", text="", slider=True)
168
169         elif physics_type =='SENSOR':
170             col = layout.column()
171             col.prop(game, "use_actor", text="Detect Actors")
172             col.prop(ob, "hide_render", text="Invisible")
173
174         elif physics_type in {'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'}:
175             layout.prop(ob, "hide_render", text="Invisible")
176
177         elif physics_type == 'NAVMESH':
178             layout.operator("mesh.navmesh_face_copy")
179             layout.operator("mesh.navmesh_face_add")
180
181             layout.separator()
182
183             layout.operator("mesh.navmesh_reset")
184             layout.operator("mesh.navmesh_clear")
185
186
187 class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel, Panel):
188     bl_label = "Collision Bounds"
189     COMPAT_ENGINES = {'BLENDER_GAME'}
190
191     @classmethod
192     def poll(cls, context):
193         game = context.object.game
194         rd = context.scene.render
195         return (game.physics_type in {'DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC'}) and (rd.engine in cls.COMPAT_ENGINES)
196
197     def draw_header(self, context):
198         game = context.active_object.game
199
200         self.layout.prop(game, "use_collision_bounds", text="")
201
202     def draw(self, context):
203         layout = self.layout
204
205         game = context.active_object.game
206
207         layout.active = game.use_collision_bounds
208         layout.prop(game, "collision_bounds_type", text="Bounds")
209
210         row = layout.row()
211         row.prop(game, "collision_margin", text="Margin", slider=True)
212         row.prop(game, "use_collision_compound", text="Compound")
213
214
215 class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
216     bl_label = "Create Obstacle"
217     COMPAT_ENGINES = {'BLENDER_GAME'}
218
219     @classmethod
220     def poll(cls, context):
221         game = context.object.game
222         rd = context.scene.render
223         return (game.physics_type in {'DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC'}) and (rd.engine in cls.COMPAT_ENGINES)
224
225     def draw_header(self, context):
226         game = context.active_object.game
227
228         self.layout.prop(game, "use_obstacle_create", text="")
229
230     def draw(self, context):
231         layout = self.layout
232
233         game = context.active_object.game
234
235         layout.active = game.use_obstacle_create
236
237         row = layout.row()
238         row.prop(game, "obstacle_radius", text="Radius")
239         row.label()
240
241
242 class RenderButtonsPanel():
243     bl_space_type = 'PROPERTIES'
244     bl_region_type = 'WINDOW'
245     bl_context = "render"
246
247     @classmethod
248     def poll(cls, context):
249         rd = context.scene.render
250         return (rd.engine in cls.COMPAT_ENGINES)
251
252
253 class RENDER_PT_embedded(RenderButtonsPanel, Panel):
254     bl_label = "Embedded Player"
255     COMPAT_ENGINES = {'BLENDER_GAME'}
256
257     def draw(self, context):
258         layout = self.layout
259
260         rd = context.scene.render
261
262         row = layout.row()
263         row.operator("view3d.game_start", text="Start")
264         row.label()
265         row = layout.row()
266         row.label(text="Resolution:")
267         row = layout.row(align=True)
268         row.prop(rd, "resolution_x", slider=False, text="X")
269         row.prop(rd, "resolution_y", slider=False, text="Y")
270
271
272 class RENDER_PT_game_player(RenderButtonsPanel, Panel):
273     bl_label = "Standalone Player"
274     COMPAT_ENGINES = {'BLENDER_GAME'}
275
276     def draw(self, context):
277         layout = self.layout
278
279         gs = context.scene.game_settings
280
281         row = layout.row()
282         row.operator("wm.blenderplayer_start", text="Start")
283         row.label()
284
285         row = layout.row()
286         row.label(text="Resolution:")
287         row = layout.row(align=True)
288         row.prop(gs, "resolution_x", slider=False, text="X")
289         row.prop(gs, "resolution_y", slider=False, text="Y")
290         row = layout.row()
291         col = row.column()
292         col.prop(gs, "show_fullscreen")
293         col = row.column()
294         col.prop(gs, "use_desktop")
295         col.active = gs.show_fullscreen
296
297         col = layout.column()
298         col.label(text="Quality:")
299         col.prop(gs, "samples")
300         col = layout.column(align=True)
301         col.prop(gs, "depth", text="Bit Depth", slider=False)
302         col.prop(gs, "frequency", text="Refresh Rate", slider=False)
303
304
305 class RENDER_PT_game_stereo(RenderButtonsPanel, Panel):
306     bl_label = "Stereo"
307     COMPAT_ENGINES = {'BLENDER_GAME'}
308
309     def draw(self, context):
310         layout = self.layout
311
312         gs = context.scene.game_settings
313         stereo_mode = gs.stereo
314
315         # stereo options:
316         layout.prop(gs, "stereo", expand=True)
317
318         # stereo:
319         if stereo_mode == 'STEREO':
320             layout.prop(gs, "stereo_mode")
321             layout.prop(gs, "stereo_eye_separation")
322
323         # dome:
324         elif stereo_mode == 'DOME':
325             layout.prop(gs, "dome_mode", text="Dome Type")
326
327             dome_type = gs.dome_mode
328
329             split = layout.split()
330
331             if dome_type in {'FISHEYE', 'TRUNCATED_REAR', 'TRUNCATED_FRONT'}:
332                 col = split.column()
333
334                 col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
335                 col.prop(gs, "dome_angle", slider=True)
336
337                 col = split.column()
338                 col.prop(gs, "dome_tessellation", text="Tessellation")
339                 col.prop(gs, "dome_tilt")
340
341             elif dome_type == 'PANORAM_SPH':
342                 col = split.column()
343
344                 col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
345                 col = split.column()
346                 col.prop(gs, "dome_tessellation", text="Tessellation")
347
348             else:  # cube map
349                 col = split.column()
350
351                 col.prop(gs, "dome_buffer_resolution", text="Resolution", slider=True)
352
353                 col = split.column()
354
355             layout.prop(gs, "dome_text")
356
357
358 class RENDER_PT_game_shading(RenderButtonsPanel, Panel):
359     bl_label = "Shading"
360     COMPAT_ENGINES = {'BLENDER_GAME'}
361
362     def draw(self, context):
363         layout = self.layout
364
365         gs = context.scene.game_settings
366
367         layout.prop(gs, "material_mode", expand=True)
368
369         if gs.material_mode == 'GLSL':
370             split = layout.split()
371
372             col = split.column()
373             col.prop(gs, "use_glsl_lights", text="Lights")
374             col.prop(gs, "use_glsl_shaders", text="Shaders")
375             col.prop(gs, "use_glsl_shadows", text="Shadows")
376             col.prop(gs, "use_glsl_color_management", text="Color Management")
377
378             col = split.column()
379             col.prop(gs, "use_glsl_ramps", text="Ramps")
380             col.prop(gs, "use_glsl_nodes", text="Nodes")
381             col.prop(gs, "use_glsl_extra_textures", text="Extra Textures")
382
383
384 class RENDER_PT_game_system(RenderButtonsPanel, Panel):
385     bl_label = "System"
386     COMPAT_ENGINES = {'BLENDER_GAME'}
387
388     def draw(self, context):
389         layout = self.layout
390
391         gs = context.scene.game_settings
392         row = layout.row()
393         row.prop(gs, "use_frame_rate")
394         row.prop(gs, "restrict_animation_updates")
395
396         row = layout.row()
397         row.prop(gs, "use_display_lists")
398
399         row = layout.row()
400         row.label("Exit Key")
401         row.prop(gs, "exit_key", text="", event=True)
402
403
404 class RENDER_PT_game_display(RenderButtonsPanel, Panel):
405     bl_label = "Display"
406     COMPAT_ENGINES = {'BLENDER_GAME'}
407
408     def draw(self, context):
409         layout = self.layout
410
411         row = layout.row()
412         row.prop(context.scene.render, "fps", text="Animation Frame Rate", slider=False)
413
414         gs = context.scene.game_settings
415         flow = layout.column_flow()
416         flow.prop(gs, "show_debug_properties", text="Debug Properties")
417         flow.prop(gs, "show_framerate_profile", text="Framerate and Profile")
418         flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
419         flow.prop(gs, "use_deprecation_warnings")
420         flow.prop(gs, "show_mouse", text="Mouse Cursor")
421
422         col = layout.column()
423         col.label(text="Framing:")
424         col.row().prop(gs, "frame_type", expand=True)
425         if gs.frame_type == 'LETTERBOX':
426             col.prop(gs, "frame_color", text="")
427
428
429 class SceneButtonsPanel():
430     bl_space_type = 'PROPERTIES'
431     bl_region_type = 'WINDOW'
432     bl_context = "scene"
433
434
435 class SCENE_PT_game_navmesh(SceneButtonsPanel, Panel):
436     bl_label = "Navigation mesh"
437     bl_options = {'DEFAULT_CLOSED'}
438     COMPAT_ENGINES = {'BLENDER_GAME'}
439
440     @classmethod
441     def poll(cls, context):
442         scene = context.scene
443         return (scene and scene.render.engine in cls.COMPAT_ENGINES)
444
445     def draw(self, context):
446         layout = self.layout
447
448         rd = context.scene.game_settings.recast_data
449
450         layout.operator("mesh.navmesh_make", text='Build navigation mesh')
451
452         col = layout.column()
453         col.label(text="Rasterization:")
454         row = col.row()
455         row.prop(rd, "cell_size")
456         row.prop(rd, "cell_height")
457
458         col = layout.column()
459         col.label(text="Agent:")
460         split = col.split()
461
462         col = split.column()
463         col.prop(rd, "agent_height", text="Height")
464         col.prop(rd, "agent_radius", text="Radius")
465
466         col = split.column()
467         col.prop(rd, "slope_max")
468         col.prop(rd, "climb_max")
469
470         col = layout.column()
471         col.label(text="Region:")
472         row = col.row()
473         row.prop(rd, "region_min_size")
474         row.prop(rd, "region_merge_size")
475
476         col = layout.column()
477         col.label(text="Polygonization:")
478         split = col.split()
479
480         col = split.column()
481         col.prop(rd, "edge_max_len")
482         col.prop(rd, "edge_max_error")
483
484         split.prop(rd, "verts_per_poly")
485
486         col = layout.column()
487         col.label(text="Detail Mesh:")
488         row = col.row()
489         row.prop(rd, "sample_dist")
490         row.prop(rd, "sample_max_error")
491
492
493 class RENDER_PT_game_sound(RenderButtonsPanel, Panel):
494     bl_label = "Sound"
495     COMPAT_ENGINES = {'BLENDER_GAME'}
496
497     def draw(self, context):
498         layout = self.layout
499
500         scene = context.scene
501
502         layout.prop(scene, "audio_distance_model")
503
504         col = layout.column(align=True)
505         col.prop(scene, "audio_doppler_speed", text="Speed")
506         col.prop(scene, "audio_doppler_factor")
507
508
509 class WorldButtonsPanel():
510     bl_space_type = 'PROPERTIES'
511     bl_region_type = 'WINDOW'
512     bl_context = "world"
513
514
515 class WORLD_PT_game_context_world(WorldButtonsPanel, Panel):
516     bl_label = ""
517     bl_options = {'HIDE_HEADER'}
518     COMPAT_ENGINES = {'BLENDER_GAME'}
519
520     @classmethod
521     def poll(cls, context):
522         rd = context.scene.render
523         return (context.scene) and (rd.use_game_engine)
524
525     def draw(self, context):
526         layout = self.layout
527
528         scene = context.scene
529         world = context.world
530         space = context.space_data
531
532         split = layout.split(percentage=0.65)
533         if scene:
534             split.template_ID(scene, "world", new="world.new")
535         elif world:
536             split.template_ID(space, "pin_id")
537
538
539 class WORLD_PT_game_world(WorldButtonsPanel, Panel):
540     bl_label = "World"
541     COMPAT_ENGINES = {'BLENDER_GAME'}
542
543     @classmethod
544     def poll(cls, context):
545         scene = context.scene
546         return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
547
548     def draw(self, context):
549         layout = self.layout
550
551         world = context.world
552
553         row = layout.row()
554         row.column().prop(world, "horizon_color")
555         row.column().prop(world, "ambient_color")
556
557
558 class WORLD_PT_game_mist(WorldButtonsPanel, Panel):
559     bl_label = "Mist"
560     COMPAT_ENGINES = {'BLENDER_GAME'}
561
562     @classmethod
563     def poll(cls, context):
564         scene = context.scene
565         return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
566
567     def draw_header(self, context):
568         world = context.world
569
570         self.layout.prop(world.mist_settings, "use_mist", text="")
571
572     def draw(self, context):
573         layout = self.layout
574
575         world = context.world
576
577         layout.active = world.mist_settings.use_mist
578         row = layout.row()
579         row.prop(world.mist_settings, "falloff")
580
581         row = layout.row(align=True)
582         row.prop(world.mist_settings, "start")
583         row.prop(world.mist_settings, "depth")
584         row = layout.row()
585         row.prop(world.mist_settings, "intensity", text="Minimum Intensity")
586
587
588 class WORLD_PT_game_physics(WorldButtonsPanel, Panel):
589     bl_label = "Physics"
590     COMPAT_ENGINES = {'BLENDER_GAME'}
591
592     @classmethod
593     def poll(cls, context):
594         scene = context.scene
595         return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
596
597     def draw(self, context):
598         layout = self.layout
599
600         gs = context.scene.game_settings
601
602         layout.prop(gs, "physics_engine")
603         if gs.physics_engine != 'NONE':
604             layout.prop(gs, "physics_gravity", text="Gravity")
605
606             split = layout.split()
607
608             col = split.column()
609             col.label(text="Physics Steps:")
610             sub = col.column(align=True)
611             sub.prop(gs, "physics_step_max", text="Max")
612             sub.prop(gs, "physics_step_sub", text="Substeps")
613             col.prop(gs, "fps", text="FPS")
614
615             col = split.column()
616             col.label(text="Logic Steps:")
617             col.prop(gs, "logic_step_max", text="Max")
618
619             col = layout.column()
620             col.prop(gs, "use_occlusion_culling", text="Occlusion Culling")
621             sub = col.column()
622             sub.active = gs.use_occlusion_culling
623             sub.prop(gs, "occlusion_culling_resolution", text="Resolution")
624
625         else:
626             split = layout.split()
627
628             col = split.column()
629             col.label(text="Physics Steps:")
630             col.prop(gs, "fps", text="FPS")
631
632             col = split.column()
633             col.label(text="Logic Steps:")
634             col.prop(gs, "logic_step_max", text="Max")
635
636
637 class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
638     bl_label = "Obstacle simulation"
639     COMPAT_ENGINES = {'BLENDER_GAME'}
640
641     @classmethod
642     def poll(cls, context):
643         scene = context.scene
644         return (scene.world and scene.render.engine in cls.COMPAT_ENGINES)
645
646     def draw(self, context):
647         layout = self.layout
648
649         gs = context.scene.game_settings
650
651         layout.prop(gs, "obstacle_simulation", text="Type")
652         if gs.obstacle_simulation != 'NONE':
653             layout.prop(gs, "level_height")
654             layout.prop(gs, "show_obstacle_simulation")
655
656 if __name__ == "__main__":  # only for live edit.
657     bpy.utils.register_module(__name__)