[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [40082] trunk/blender/release/scripts/ startup/bl_ui: Fixing bugs after Recast & Detour branch merge!!
Thomas Dinges
blender at dingto.org
Sat Sep 10 00:47:27 CEST 2011
Revision: 40082
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=40082
Author: dingto
Date: 2011-09-09 22:47:26 +0000 (Fri, 09 Sep 2011)
Log Message:
-----------
Fixing bugs after Recast & Detour branch merge!!
* The new NAVMESH Modifier did not show any buttons, console printed errors instead!
* Poll of "PHYSICS_PT_game_obstacles" panel caused errors as well, self instead of cls was used as argument.
* Check to show/hide buttons in "WORLD_PT_game_physics_obstacles" panel did not worked due to wrong ENUM identifier ('None' instead if 'NONE')
* Moved "SCENE_PT_navmesh" panel out of properties_scene.py into the properties_game.py where it belongs and renamed it. Also, don't use abreviations in Panel Headers (Navmesh > Navigaion Mesh)
* Code cleanup, removed unnescecary code.
* bpy.types.Panel > Panel
Modified Paths:
--------------
trunk/blender/release/scripts/startup/bl_ui/properties_data_modifier.py
trunk/blender/release/scripts/startup/bl_ui/properties_game.py
trunk/blender/release/scripts/startup/bl_ui/properties_scene.py
Modified: trunk/blender/release/scripts/startup/bl_ui/properties_data_modifier.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_data_modifier.py 2011-09-09 22:02:12 UTC (rev 40081)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_data_modifier.py 2011-09-09 22:47:26 UTC (rev 40082)
@@ -380,12 +380,9 @@
col.prop(md, "mirror_object", text="")
def NAVMESH(self, layout, ob, md):
- split = layout.split()
- if ob.mode == 'EDIT':
- col = split.column()
- col.operator("object.assign_navpolygon", text="Assign poly idx")
- col = split.column()
- col.operator("object.assign_new_navpolygon", text="Assign new poly idx")
+ row = layout.row()
+ row.operator("object.assign_navpolygon", text="Assign poly idx")
+ row.operator("object.assign_new_navpolygon", text="Assign new poly idx")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
Modified: trunk/blender/release/scripts/startup/bl_ui/properties_game.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_game.py 2011-09-09 22:02:12 UTC (rev 40081)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_game.py 2011-09-09 22:47:26 UTC (rev 40082)
@@ -195,12 +195,12 @@
row.prop(game, "collision_margin", text="Margin", slider=True)
row.prop(game, "use_collision_compound", text="Compound")
-class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, bpy.types.Panel):
- bl_label = "Create obstacle"
+class PHYSICS_PT_game_obstacles(PhysicsButtonsPanel, Panel):
+ bl_label = "Create Obstacle"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
- def poll(self, context):
+ 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)
@@ -217,9 +217,9 @@
layout.active = game.create_obstacle
- split = layout.split()
- col = split.column()
- col.prop(game, "obstacle_radius", text="Radius")
+ row = layout.row()
+ row.prop(game, "obstacle_radius", text="Radius")
+ row.label()
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
@@ -387,8 +387,65 @@
flow.prop(gs, "show_physics_visualization", text="Physics Visualization")
flow.prop(gs, "use_deprecation_warnings")
flow.prop(gs, "show_mouse", text="Mouse Cursor")
+
+class SceneButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "scene"
+
+class SCENE_PT_game_navmesh(SceneButtonsPanel, bpy.types.Panel):
+ bl_label = "Navigation mesh"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+ def draw(self, context):
+ layout = self.layout
+ rd = context.scene.game_settings.recast_data
+
+ layout.operator("object.create_navmesh", text='Build navigation mesh')
+
+ col = layout.column()
+ col.label(text="Rasterization:")
+ row = col.row()
+ row.prop(rd, "cell_size")
+ row.prop(rd, "cell_height")
+
+ col = layout.column()
+ col.label(text="Agent:")
+ split = col.split()
+
+ col = split.column()
+ col.prop(rd, "agent_height", text="Height")
+ col.prop(rd, "agent_radius", text="Radius")
+
+ col = split.column()
+ col.prop(rd, "max_slope")
+ col.prop(rd, "max_climb")
+
+ col = layout.column()
+ col.label(text="Region:")
+ row = col.row()
+ row.prop(rd, "region_min_size")
+ row.prop(rd, "region_merge_size")
+
+ col = layout.column()
+ col.label(text="Polygonization:")
+ split = col.split()
+
+ col = split.column()
+ col.prop(rd, "edge_max_len")
+ col.prop(rd, "edge_max_error")
+
+ split.prop(rd, "verts_per_poly")
+
+ col = layout.column()
+ col.label(text="Detail Mesh:")
+ row = col.row()
+ row.prop(rd, "sample_dist")
+ row.prop(rd, "sample_max_error")
+
+
class WorldButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -512,7 +569,7 @@
col.label(text="Logic Steps:")
col.prop(gs, "logic_step_max", text="Max")
-class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, bpy.types.Panel):
+class WORLD_PT_game_physics_obstacles(WorldButtonsPanel, Panel):
bl_label = "Obstacle simulation"
COMPAT_ENGINES = {'BLENDER_GAME'}
@@ -522,7 +579,7 @@
gs = context.scene.game_settings
layout.prop(gs, "obstacle_simulation", text = "Type")
- if gs.obstacle_simulation != 'None':
+ if gs.obstacle_simulation != 'NONE':
layout.prop(gs, "level_height")
layout.prop(gs, "show_obstacle_simulation")
Modified: trunk/blender/release/scripts/startup/bl_ui/properties_scene.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/properties_scene.py 2011-09-09 22:02:12 UTC (rev 40081)
+++ trunk/blender/release/scripts/startup/bl_ui/properties_scene.py 2011-09-09 22:47:26 UTC (rev 40082)
@@ -331,76 +331,5 @@
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
-class SCENE_PT_navmesh(SceneButtonsPanel, bpy.types.Panel):
- bl_label = "Navmesh"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- rd = context.scene.game_settings.recast_data
-
- layout.operator("object.create_navmesh", text='Build navigation mesh')
-
- layout.label(text="Rasterization:")
- split = layout.split()
-
- col = split.column()
- col.prop(rd, "cell_size")
- col = split.column()
- col.prop(rd, "cell_height")
-
- layout.separator()
-
- layout.label(text="Agent:")
- split = layout.split()
-
- col = split.column()
- row = col.row()
- row.prop(rd, "agent_height")
- row = col.row()
- row.prop(rd, "agent_radius")
-
- col = split.column()
- row = col.row()
- row.prop(rd, "max_slope")
- row = col.row()
- row.prop(rd, "max_climb")
-
- layout.separator()
-
- layout.label(text="Region:")
- split = layout.split()
- col = split.column()
- col.prop(rd, "region_min_size")
-
- col = split.column()
- col.prop(rd, "region_merge_size")
-
- layout.separator()
-
- layout.label(text="Polygonization:")
- split = layout.split()
- col = split.column()
- row = col.row()
- row.prop(rd, "edge_max_len")
- row = col.row()
- row.prop(rd, "edge_max_error")
-
- col = split.column()
- row = col.row()
- row.prop(rd, "verts_per_poly")
-
- layout.separator()
-
- layout.label(text="Detail Mesh:")
- split = layout.split()
- col = split.column()
- col.prop(rd, "sample_dist")
-
- col = split.column()
- col.prop(rd, "sample_max_error")
-
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)
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