[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22289] branches/blender2.5/blender: BGE: removing remaining reference to sce->world->gravity/physics/...

Dalai Felinto dfelinto at gmail.com
Fri Aug 7 05:06:36 CEST 2009


Revision: 22289
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22289
Author:   dfelinto
Date:     2009-08-07 05:06:32 +0200 (Fri, 07 Aug 2009)

Log Message:
-----------
BGE: removing remaining reference to sce->world->gravity/physics/... (it's all in sce->gm now) + Dome UI changes

UI changes: splitting dome options for different dome modes (eg angle doesn't work for envmap mode)
if anyone wants to tweak that, feel free to do it.

* I put a remaining to bring setEyeSeparation + Focal Length to the Stereo GUI. I'm still not sure what would be the default parameters for that, and that will require other changes (eg remove the flag m_setfocallength and m_seteyesep). For so far only a label remind :)

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_game.py
    branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp

Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py	2009-08-07 01:42:51 UTC (rev 22288)
+++ branches/blender2.5/blender/release/ui/buttons_game.py	2009-08-07 03:06:32 UTC (rev 22289)
@@ -176,21 +176,38 @@
 		# 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:
-		if stereo_mode == 'DOME':
+		elif stereo_mode == 'DOME':
 			layout.itemR(gs, "dome_mode", text="Dome Type")
 
+			dome_type = gs.dome_mode
+
 			split=layout.split()
-			
-			col=split.column()
-			col.itemR(gs, "dome_angle", slider=True)
-			col.itemR(gs, "dome_tesselation", text="Tesselation")
-			
-			col=split.column()
-			col.itemR(gs, "dome_tilt")
-			col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
-			
+
+			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")
 
 bpy.types.register(SCENE_PT_game)
@@ -246,30 +263,6 @@
 		row.itemR(world.mist, "start")
 		row.itemR(world.mist, "depth")
 
-
-"""
-class WORLD_PT_game(WorldButtonsPanel):
-	__space_type__ = "LOGIC_EDITOR"
-	__region_type__ = "UI"
-	__label__ = "Game Settings"
-
-	def draw(self, context):
-		layout = self.layout
-		world = context.world
-		
-		flow = layout.column_flow()
-		flow.itemR(world, "physics_engine")
-		flow.itemR(world, "physics_gravity")
-		
-		flow.itemR(world, "game_fps")
-		flow.itemR(world, "game_logic_step_max")
-		flow.itemR(world, "game_physics_substep")
-		flow.itemR(world, "game_physics_step_max")
-		
-		flow.itemR(world, "game_use_occlusion_culling", text="Enable Occlusion Culling")
-		flow.itemR(world, "game_occlusion_culling_resolution")
-"""
-
 class WORLD_PT_game_physics(WorldButtonsPanel):
 	__label__ = "Physics"
  

Modified: branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp	2009-08-07 01:42:51 UTC (rev 22288)
+++ branches/blender2.5/blender/source/gameengine/Converter/KX_BlenderSceneConverter.cpp	2009-08-07 03:06:32 UTC (rev 22289)
@@ -260,38 +260,34 @@
 	if (blenderscene)
 	{
 	
-		if (blenderscene->world)
+		switch (blenderscene->gm.physicsEngine)
 		{
-			switch (blenderscene->world->physicsEngine)
+		case WOPHY_BULLET:
 			{
-			case WOPHY_BULLET:
-				{
-					physics_engine = UseBullet;
-					useDbvtCulling = (blenderscene->world->mode & WO_DBVT_CULLING) != 0;
-					break;
-				}
-                                
-				case WOPHY_ODE:
-				{
-					physics_engine = UseODE;
-					break;
-				}
-				case WOPHY_DYNAMO:
-				{
-					physics_engine = UseDynamo;
-					break;
-				}
-				case WOPHY_SUMO:
-				{
-					physics_engine = UseSumo; 
-					break;
-				}
-				case WOPHY_NONE:
-				{
-					physics_engine = UseNone;
-				}
+				physics_engine = UseBullet;
+				useDbvtCulling = (blenderscene->gm.mode & WO_DBVT_CULLING) != 0;
+				break;
 			}
-		  
+							
+			case WOPHY_ODE:
+			{
+				physics_engine = UseODE;
+				break;
+			}
+			case WOPHY_DYNAMO:
+			{
+				physics_engine = UseDynamo;
+				break;
+			}
+			case WOPHY_SUMO:
+			{
+				physics_engine = UseSumo; 
+				break;
+			}
+			case WOPHY_NONE:
+			{
+				physics_engine = UseNone;
+			}
 		}
 	}
 





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