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"""Nif User Interface, custom nif properties store for collisions settings"""
# ***** BEGIN LICENSE BLOCK *****
#
# Copyright © 2014, NIF File Format Library and Tools contributors.
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions
# are met:
#
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
#
# * Redistributions in binary form must reproduce the above
# copyright notice, this list of conditions and the following
# disclaimer in the documentation and/or other materials provided
# with the distribution.
#
# * Neither the name of the NIF File Format Library and Tools
# project nor the names of its contributors may be used to endorse
# or promote products derived from this software without specific
# prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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# ***** END LICENSE BLOCK *****
from bpy.props import (PointerProperty,
IntProperty,
BoolProperty,
EnumProperty,
from bpy.types import PropertyGroup
from pyffi.formats.nif import NifFormat
from io_scene_niftools.utils.decorators import register_classes, unregister_classes
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committed
def game_specific_col_layer_items(self, context):
"""Items for collision layers based on the currently selected game"""
if context is None:
current_game = bpy.context.scene.niftools_scene.game
else:
current_game = context.scene.niftools_scene.game
if current_game == "OBLIVION":
col_layer_format = NifFormat.OblivionLayer
elif current_game == "FALLOUT_3":
col_layer_format = NifFormat.OblivionLayer
elif current_game == "SKYRIM":
col_layer_format = NifFormat.SkyrimLayer
return [(str(value), item, "", value) for value, item in zip(col_layer_format._enumvalues, col_layer_format._enumkeys)]
"""Group of Havok related properties, which gets attached to objects through a property pointer."""
motion_system: EnumProperty(
name='Motion System',
description='Havok Motion System settings for bhkRigidBody(t)',
items=[(item, item, "", i) for i, item in enumerate(NifFormat.MotionSystem._enumkeys)],
# default = 'MO_SYS_FIXED',
)
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collision_layer: EnumProperty(
name='Collision layer',
description='Collision layer string (game-specific)',
items=game_specific_col_layer_items,
penetration_depth: FloatProperty(
name='Penetration Depth',
description='The maximum allowed penetration for this object.',
default=0.15
)
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deactivator_type: EnumProperty(
name='Deactivator Type',
description='Motion deactivation setting',
items=[(item, item, "", i) for i, item in enumerate(NifFormat.DeactivatorType._enumkeys)],
)
solver_deactivation: EnumProperty(
name='Solver Deactivation',
description='Motion deactivation setting',
items=[(item, item, "", i) for i, item in enumerate(NifFormat.SolverDeactivation._enumkeys)],
)
quality_type: EnumProperty(
name='Quality Type',
description='Determines quality of motion',
items=[(item, item, "", i) for i, item in enumerate(NifFormat.MotionQuality._enumkeys)],
# default = 'MO_QUAL_FIXED',
)
col_filter: IntProperty(
name='Col Filter',
description='Flags for bhkRigidBody(t)',
default=0
)
max_linear_velocity: FloatProperty(
name='Max Linear Velocity',
description='Linear velocity limit for bhkRigidBody(t)',
default=0
)
max_angular_velocity: FloatProperty(
name='Max Angular Velocity',
description='Angular velocity limit for bhkRigidBody(t)',
default=0
)
export_bhklist: BoolProperty(
name='Export BHKList',
description='None',
default=False
)
use_blender_properties: BoolProperty(
name='Use Blender Properties',
description='Whether or not to export collision settings via blender properties',
default=False,
)
CLASSES = [
CollisionProperty
]
def register():
register_classes(CLASSES, __name__)
bpy.types.Object.nifcollision = bpy.props.PointerProperty(type=CollisionProperty)
def unregister():
del bpy.types.Object.nifcollision
unregister_classes(CLASSES, __name__)