[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21738] branches/blender2.5/blender/ release/ui/buttons_game.py: Mixed EOLs.
gsr b3d
gsr.b3d at infernal-iceberg.com
Tue Jul 21 02:14:50 CEST 2009
Revision: 21738
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21738
Author: gsrb3d
Date: 2009-07-21 02:14:49 +0200 (Tue, 21 Jul 2009)
Log Message:
-----------
Mixed EOLs.
Modified Paths:
--------------
branches/blender2.5/blender/release/ui/buttons_game.py
Modified: branches/blender2.5/blender/release/ui/buttons_game.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_game.py 2009-07-20 23:52:53 UTC (rev 21737)
+++ branches/blender2.5/blender/release/ui/buttons_game.py 2009-07-21 00:14:49 UTC (rev 21738)
@@ -1,129 +1,129 @@
-
-import bpy
-
-class GameButtonsPanel(bpy.types.Panel):
- __space_type__ = "BUTTONS_WINDOW"
- __region_type__ = "WINDOW"
- __context__ = "game"
-
-class GAME_PT_context_game(GameButtonsPanel):
- __idname__ = "GAME_PT_context_game"
- __no_header__ = True
-
- def draw(self, context):
- layout = self.layout
- ob = context.object
- game = context.game
-
- split = layout.split(percentage=0.06)
- split.itemL(text="", icon="ICON_GAME")
- split.itemR(game, "name", text="")
-
-class GAME_PT_data(GameButtonsPanel):
- __idname__ = "GAME_PT_data"
- __label__ = "Data"
-
- def draw(self, context):
- layout = self.layout
- ob = context.object
- game = context.game
-class GAME_PT_physics(GameButtonsPanel):
- __idname__ = "GAME_PT_physics"
- __label__ = "Physics"
-
- def poll(self, context):
- ob = context.active_object
- return ob and ob.game
-
- def draw(self, context):
- layout = self.layout
- ob = context.active_object
-
- game = ob.game
+import bpy
+
+class GameButtonsPanel(bpy.types.Panel):
+ __space_type__ = "BUTTONS_WINDOW"
+ __region_type__ = "WINDOW"
+ __context__ = "game"
+class GAME_PT_context_game(GameButtonsPanel):
+ __idname__ = "GAME_PT_context_game"
+ __no_header__ = True
+
+ def draw(self, context):
+ layout = self.layout
+ ob = context.object
+ game = context.game
+
+ split = layout.split(percentage=0.06)
+ split.itemL(text="", icon="ICON_GAME")
+ split.itemR(game, "name", text="")
+
+class GAME_PT_data(GameButtonsPanel):
+ __idname__ = "GAME_PT_data"
+ __label__ = "Data"
+
+ def draw(self, context):
+ layout = self.layout
+ ob = context.object
+ game = context.game
+
+class GAME_PT_physics(GameButtonsPanel):
+ __idname__ = "GAME_PT_physics"
+ __label__ = "Physics"
+
+ def poll(self, context):
+ ob = context.active_object
+ return ob and ob.game
+
+ def draw(self, context):
+ layout = self.layout
+ ob = context.active_object
+
+ game = ob.game
+
layout.itemR(game, "physics_type")
layout.itemS()
split = layout.split()
- col = split.column()
-
- col.itemR(game, "actor")
-
- col.itemR(game, "ghost")
- col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
col = split.column()
- col.itemR(game, "do_fh", text="Use Material Physics")
+
+ col.itemR(game, "actor")
+
+ col.itemR(game, "ghost")
+ col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
+ col = split.column()
+ col.itemR(game, "do_fh", text="Use Material Physics")
col.itemR(game, "rotation_fh", text="Rotate From Normal")
layout.itemS()
split = layout.split()
- col = split.column()
-
- col.itemR(game, "mass")
- col.itemR(game, "radius")
+ col = split.column()
+
+ col.itemR(game, "mass")
+ col.itemR(game, "radius")
col.itemR(game, "no_sleeping")
col.itemR(game, "form_factor")
col.itemS()
- col.itemL(text="Damping:")
- col.itemR(game, "damping", text="Translation", slider=True)
+ col.itemL(text="Damping:")
+ col.itemR(game, "damping", text="Translation", slider=True)
col.itemR(game, "rotation_damping", text="Rotation", slider=True)
col = split.column()
- col.itemL(text="Velocity:")
- col.itemR(game, "minimum_velocity", text="Minimum")
- col.itemR(game, "maximum_velocity", text="Maximum")
- col.itemS()
- col.itemR(game, "anisotropic_friction")
-
- colsub = col.column()
- colsub.active = game.anisotropic_friction
- colsub.itemR(game, "friction_coefficients", text="", slider=True)
+ col.itemL(text="Velocity:")
+ col.itemR(game, "minimum_velocity", text="Minimum")
+ col.itemR(game, "maximum_velocity", text="Maximum")
+ col.itemS()
+ col.itemR(game, "anisotropic_friction")
- layout.itemS()
- split = layout.split()
+ colsub = col.column()
+ colsub.active = game.anisotropic_friction
+ colsub.itemR(game, "friction_coefficients", text="", slider=True)
+
+ layout.itemS()
+ split = layout.split()
sub = split.column()
- sub.itemL(text="Lock Translation:")
- sub.itemR(game, "lock_x_axis", text="X")
- sub.itemR(game, "lock_y_axis", text="Y")
- sub.itemR(game, "lock_z_axis", text="Z")
+ sub.itemL(text="Lock Translation:")
+ sub.itemR(game, "lock_x_axis", text="X")
+ sub.itemR(game, "lock_y_axis", text="Y")
+ sub.itemR(game, "lock_z_axis", text="Z")
sub = split.column()
- sub.itemL(text="Lock Rotation:")
- sub.itemR(game, "lock_x_rot_axis", text="X")
- sub.itemR(game, "lock_y_rot_axis", text="Y")
- sub.itemR(game, "lock_z_rot_axis", text="Z")
-
-
-class GAME_PT_collision_bounds(GameButtonsPanel):
- __idname__ = "GAME_PT_collision_bounds"
- __label__ = "Collision Bounds"
-
- def poll(self, context):
- ob = context.active_object
- return ob and ob.game
-
- def draw_header(self, context):
- layout = self.layout
- ob = context.active_object
- game = ob.game
-
- layout.itemR(game, "use_collision_bounds", text="")
-
- def draw(self, context):
- layout = self.layout
-
- ob = context.scene.objects[0]
- game = ob.game
-
- flow = layout.column_flow()
- flow.active = game.use_collision_bounds
- flow.itemR(game, "collision_bounds")
- flow.itemR(game, "collision_compound")
- flow.itemR(game, "collision_margin")
-
-
-bpy.types.register(GAME_PT_context_game)
-bpy.types.register(GAME_PT_data)
-bpy.types.register(GAME_PT_physics)
+ sub.itemL(text="Lock Rotation:")
+ sub.itemR(game, "lock_x_rot_axis", text="X")
+ sub.itemR(game, "lock_y_rot_axis", text="Y")
+ sub.itemR(game, "lock_z_rot_axis", text="Z")
+
+
+class GAME_PT_collision_bounds(GameButtonsPanel):
+ __idname__ = "GAME_PT_collision_bounds"
+ __label__ = "Collision Bounds"
+
+ def poll(self, context):
+ ob = context.active_object
+ return ob and ob.game
+
+ def draw_header(self, context):
+ layout = self.layout
+ ob = context.active_object
+ game = ob.game
+
+ layout.itemR(game, "use_collision_bounds", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.scene.objects[0]
+ game = ob.game
+
+ flow = layout.column_flow()
+ flow.active = game.use_collision_bounds
+ flow.itemR(game, "collision_bounds")
+ flow.itemR(game, "collision_compound")
+ flow.itemR(game, "collision_margin")
+
+
+bpy.types.register(GAME_PT_context_game)
+bpy.types.register(GAME_PT_data)
+bpy.types.register(GAME_PT_physics)
bpy.types.register(GAME_PT_collision_bounds)
\ No newline at end of file
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