+ conevx: bpy.props.FloatVectorProperty( name='vx' )
+ conevy: bpy.props.FloatVectorProperty( name='vy' )
+ coneva: bpy.props.FloatVectorProperty( name='va' )
+ conet: bpy.props.FloatProperty( name='t' )
+
+ @staticmethod
+ def sr_inspector( layout, data ):
+ #{
+ data = data[0]
+ box = layout.box()
+ box.prop( data, 'collider' )
+
+ if int(data.collider)>0:#{
+ row = box.row()
+ row.prop( data, 'collider_min' )
+ row = box.row()
+ row.prop( data, 'collider_max' )
+ #}
+
+ box = layout.box()
+ box.prop( data, 'cone_constraint' )
+ if data.cone_constraint:#{
+ row = box.row()
+ row.prop( data, 'conevx' )
+ row = box.row()
+ row.prop( data, 'conevy' )
+ row = box.row()
+ row.prop( data, 'coneva' )
+ box.prop( data, 'conet' )
+ #}
+ #}
+#}
+
+class SR_MATERIAL_PROPERTIES(bpy.types.PropertyGroup):
+#{
+ shader: bpy.props.EnumProperty(
+ name="Format",
+ items = [
+ ('standard',"standard",''),
+ ('standard_cutout', "standard_cutout", ''),
+ ('terrain_blend', "terrain_blend", ''),
+ ('vertex_blend', "vertex_blend", ''),
+ ('water',"water",'')
+ ])
+
+ surface_prop: bpy.props.EnumProperty(
+ name="Surface Property",
+ items = [
+ ('0','concrete',''),
+ ('1','wood',''),
+ ('2','grass',''),
+ ('3','tiles',''),
+ ('4','metal','')
+ ])
+
+ collision: bpy.props.BoolProperty( \
+ name="Collisions Enabled",\
+ default=True,\
+ description = "Can the player collide with this material"\
+ )
+ skate_surface: bpy.props.BoolProperty( \
+ name="Skate Surface", \
+ default=True,\
+ description = "Should the game try to target this surface?" \
+ )
+ grind_surface: bpy.props.BoolProperty( \
+ name="Grind Surface", \
+ default=False,\
+ description = "Grind face?" \
+ )
+ grow_grass: bpy.props.BoolProperty( \
+ name="Grow Grass", \
+ default=False,\
+ description = "Spawn grass sprites on this surface?" \
+ )
+ blend_offset: bpy.props.FloatVectorProperty( \
+ name="Blend Offset", \
+ size=2, \
+ default=Vector((0.5,0.0)),\
+ description="When surface is more than 45 degrees, add this vector " +\
+ "to the UVs" \
+ )
+ sand_colour: bpy.props.FloatVectorProperty( \
+ name="Sand Colour",\
+ subtype='COLOR',\
+ min=0.0,max=1.0,\
+ default=Vector((0.79,0.63,0.48)),\
+ description="Blend to this colour near the 0 coordinate on UP axis"\
+ )
+ shore_colour: bpy.props.FloatVectorProperty( \
+ name="Shore Colour",\
+ subtype='COLOR',\
+ min=0.0,max=1.0,\
+ default=Vector((0.03,0.32,0.61)),\
+ description="Water colour at the shoreline"\
+ )
+ ocean_colour: bpy.props.FloatVectorProperty( \
+ name="Ocean Colour",\
+ subtype='COLOR',\
+ min=0.0,max=1.0,\
+ default=Vector((0.0,0.006,0.03)),\
+ description="Water colour in the deep bits"\
+ )