[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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