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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