[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [1751] contrib/py/scripts/addons/ game_engine_ragdolls_kit: Update to build 35733.

Marcus Jenkins funkywyrm at gmail.com
Tue Mar 29 18:27:30 CEST 2011


Revision: 1751
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=1751
Author:   funkywyrm
Date:     2011-03-29 16:27:29 +0000 (Tue, 29 Mar 2011)
Log Message:
-----------
Update to build 35733.

Modified Paths:
--------------
    contrib/py/scripts/addons/game_engine_ragdolls_kit/__init__.py
    contrib/py/scripts/addons/game_engine_ragdolls_kit/brik.py
    contrib/py/scripts/addons/game_engine_ragdolls_kit/templates/brik_init_ragdoll.py
    contrib/py/scripts/addons/game_engine_ragdolls_kit/templates/brik_load.py
    contrib/py/scripts/addons/game_engine_ragdolls_kit/templates/brik_spawn.py

Modified: contrib/py/scripts/addons/game_engine_ragdolls_kit/__init__.py
===================================================================
--- contrib/py/scripts/addons/game_engine_ragdolls_kit/__init__.py	2011-03-29 15:12:43 UTC (rev 1750)
+++ contrib/py/scripts/addons/game_engine_ragdolls_kit/__init__.py	2011-03-29 16:27:29 UTC (rev 1751)
@@ -25,7 +25,7 @@
     "version": (0,2),
     "blender": (2, 5, 5),
     "api": 31965,
-    "location": "Tool Shelf",
+    "location": "View 3D > Tool Shelf > BRIK Panel",
     "description": "Kit for creating ragdoll structures from armatures and implementing them in the game engine.",
     "warning": "Preliminary release for testing purposes. Use with caution on important files.",
     "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
@@ -46,9 +46,11 @@
 ################################################################################
 ##### REGISTER #####
 def register():
+    bpy.utils.register_module(__name__)
     pass
 
 def unregister():
+    bpy.utils.unregister_module(__name__)
     pass
     
 if __name__ == "__main__":

Modified: contrib/py/scripts/addons/game_engine_ragdolls_kit/brik.py
===================================================================
--- contrib/py/scripts/addons/game_engine_ragdolls_kit/brik.py	2011-03-29 15:12:43 UTC (rev 1750)
+++ contrib/py/scripts/addons/game_engine_ragdolls_kit/brik.py	2011-03-29 16:27:29 UTC (rev 1751)
@@ -1,4 +1,4 @@
-#BRIK_0_2.py
+#brik_0_2.py
 
 # ***** BEGIN GPL LICENSE BLOCK *****
 #
@@ -22,7 +22,7 @@
 # --------------------------------------------------------------------------
 
 """
-BRIK is the Blender Ragdoll Implementation Kit.
+brik is the Blender Ragdoll Implementation Kit.
 
 It aims to provide a tool kit that enables the easy implementation of ragdolls in Blender.
 
@@ -49,7 +49,7 @@
     named bones can cause some rigid body objects to be removed. This can probably be fixed by
     testing for membership of a group. However, similarly named bones should be renamed to a
     unique name since bone name and driver object name being similar is essential for correct
-    operation of both the BRIK script and the BRIK_Use_doll game engine script.
+    operation of both the brik script and the brik_Use_doll game engine script.
     
     Running Create multiple times on the same armature will recreate the rigid body joints
     rather than editing existing ones.
@@ -69,19 +69,19 @@
 import mathutils
 from mathutils import Vector
 
-class VIEW3D_PT_BRIK_panel(bpy.types.Panel):
+class VIEW3D_PT_brik_panel(bpy.types.Panel):
 
     bl_space_type = 'VIEW_3D'
     bl_region_type = 'TOOLS'
     bl_context = 'objectmode'
-    bl_label = 'BRIK'
+    bl_label = 'brik'
     
     #Draws the panel header in the tools pane
     def draw_header(self, context):
         layout = self.layout
         layout.label(text='', icon='CONSTRAINT_BONE')
     
-    #Draws the BRIK panel in the tools pane
+    #Draws the brik panel in the tools pane
     def draw(self, context):
 
         ob = bpy.context.object
@@ -99,40 +99,40 @@
             
             if ob.type == 'ARMATURE':
                 col = box.column(align=True)
-                col.operator('object.BRIK_create_structure', text = 'Create structure')
+                col.operator('object.brik_create_structure', text = 'Create structure')
                 
                 row = col.row()
-                remove_structure_active = 'BRIK_structure_created' in ob.keys() and ob['BRIK_structure_created']
+                remove_structure_active = 'brik_structure_created' in ob.keys() and ob['brik_structure_created']
                 row.active = remove_structure_active
-                row.operator('object.BRIK_destroy_structure', text = 'Remove structure')
+                row.operator('object.brik_destroy_structure', text = 'Remove structure')
                 
                 col = box.column(align = True)
-                col.operator('object.BRIK_create_hit_boxes', text = 'Create hit boxes')
+                col.operator('object.brik_create_hit_boxes', text = 'Create hit boxes')
                 
                 row = col.row()
-                remove_hit_boxes_active = 'BRIK_hit_boxes_created' in ob.keys() and ob['BRIK_hit_boxes_created']
+                remove_hit_boxes_active = 'brik_hit_boxes_created' in ob.keys() and ob['brik_hit_boxes_created']
                 row.active = remove_hit_boxes_active
-                row.operator('object.BRIK_remove_hit_boxes', text = 'Remove hit boxes')
+                row.operator('object.brik_remove_hit_boxes', text = 'Remove hit boxes')
             else:
                 box.label(text='Select armature')
                 
-            game_options_active = 'BRIK_structure_created' in ob.keys() and ob['BRIK_structure_created'] \
-                                    and 'BRIK_hit_boxes_created' in ob.keys() and ob['BRIK_hit_boxes_created']
+            game_options_active = 'brik_structure_created' in ob.keys() and ob['brik_structure_created'] \
+                                    and 'brik_hit_boxes_created' in ob.keys() and ob['brik_hit_boxes_created']
             col = box.column(align = True)
             col.active = game_options_active
             col.label(text='Game options:')
-            col.operator('object.BRIK_write_game_file', text = 'Write game file')
-            create_logic_active = 'BRIK_file_written' in ob.keys() and ob['BRIK_file_written']
+            col.operator('object.brik_write_game_file', text = 'Write game file')
+            create_logic_active = 'brik_file_written' in ob.keys() and ob['brik_file_written']
             row = col.row()
             row.active = create_logic_active
-            row.operator('object.BRIK_create_game_logic', text = 'Create game logic')
+            row.operator('object.brik_create_game_logic', text = 'Create game logic')
                 
         else:
             col.label(text='Select an object')
 
-class BRIK_create_game_logic(bpy.types.Operator):
-    bl_label = 'BRIK create game logic operator'
-    bl_idname = 'object.BRIK_create_game_logic'
+class brik_create_game_logic(bpy.types.Operator):
+    bl_label = 'brik create game logic operator'
+    bl_idname = 'object.brik_create_game_logic'
     bl_description = 'Create the game logic for the created objects.'
     bl_options = {'REGISTER', 'UNDO'}
     
@@ -145,64 +145,64 @@
     
     def set_up_armature_logic(self, armature):
         
-        if not 'BRIK_use_ragdoll' in armature.game.properties:
+        if not 'brik_use_ragdoll' in armature.game.properties:
             
             bpy.ops.object.game_property_new()
             prop = armature.game.properties[-1]
-            prop.name = 'BRIK_use_ragdoll'
+            prop.name = 'brik_use_ragdoll'
             prop.type = 'BOOL'
             prop.value = False
             
             bpy.ops.object.game_property_new()
             prop = armature.game.properties[-1]
-            prop.name = 'BRIK_init_ragdoll'
+            prop.name = 'brik_init_ragdoll'
             prop.type = 'BOOL'
             prop.value = True
             
             #Logic to spawn the rigid body boxes
-            bpy.ops.logic.sensor_add(type='PROPERTY', name='BRIK_use_changed_sens', object=armature.name)
+            bpy.ops.logic.sensor_add(type='PROPERTY', name='brik_use_changed_sens', object=armature.name)
             sens = armature.game.sensors[-1]
-            sens.property = 'BRIK_use_ragdoll'
+            sens.property = 'brik_use_ragdoll'
             sens.evaluation_type = 'PROPCHANGED'
             
-            bpy.ops.logic.controller_add(type='PYTHON', name='BRIK_init_ragdoll_cont', object=armature.name)
+            bpy.ops.logic.controller_add(type='PYTHON', name='brik_init_ragdoll_cont', object=armature.name)
             cont = armature.game.controllers[-1]
             cont.mode = 'MODULE'
             cont.module = 'brik_init_ragdoll.main'
             
-            bpy.ops.logic.actuator_add(type='EDIT_OBJECT', name='BRIK_spawn_boxes_act', object=armature.name)
+            bpy.ops.logic.actuator_add(type='EDIT_OBJECT', name='brik_spawn_boxes_act', object=armature.name)
             act = armature.game.actuators[-1]
             act.mode = 'ADDOBJECT'
             
             cont.link(sens, act)
             
-            #Logic to change the value of BRIK_use_ragdoll property
-            bpy.ops.logic.sensor_add(type='KEYBOARD', name='BRIK_set_use_ragdoll_sens', object=armature.name)
+            #Logic to change the value of brik_use_ragdoll property
+            bpy.ops.logic.sensor_add(type='KEYBOARD', name='brik_set_use_ragdoll_sens', object=armature.name)
             sens = armature.game.sensors[-1]
             sens.key = 'SPACE'
             
-            bpy.ops.logic.controller_add(type='LOGIC_AND', name='BRIK_set_use_ragdoll_cont', object=armature.name)
+            bpy.ops.logic.controller_add(type='LOGIC_AND', name='brik_set_use_ragdoll_cont', object=armature.name)
             cont = armature.game.controllers[-1]
             
-            bpy.ops.logic.actuator_add(type='PROPERTY', name='BRIK_set_use_ragdoll_act', object=armature.name)
+            bpy.ops.logic.actuator_add(type='PROPERTY', name='brik_set_use_ragdoll_act', object=armature.name)
             act = armature.game.actuators[-1]
             act.mode = 'ASSIGN'
-            act.property = 'BRIK_use_ragdoll'
+            act.property = 'brik_use_ragdoll'
             act.value = "True"
             
             cont.link(sens, act)
             
             #Logic to use the ragdoll.
-            bpy.ops.logic.sensor_add(type='PROPERTY', name='BRIK_use_sens', object=armature.name)
+            bpy.ops.logic.sensor_add(type='PROPERTY', name='brik_use_sens', object=armature.name)
             sens = armature.game.sensors[-1]
-            sens.property = 'BRIK_use_ragdoll'
+            sens.property = 'brik_use_ragdoll'
             sens.value = 'True'
             sens.use_pulse_true_level = True
             
-            bpy.ops.logic.controller_add(type='LOGIC_AND', name='BRIK_use_cont', object=armature.name)
+            bpy.ops.logic.controller_add(type='LOGIC_AND', name='brik_use_cont', object=armature.name)
             cont = armature.game.controllers[-1]
             
-            bpy.ops.logic.actuator_add(type='ARMATURE', name='BRIK_use_act', object=armature.name)

@@ Diff output truncated at 10240 characters. @@


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