Added game soft body settings, and cleaned up layout there slightly.
Also converted some other percentage properties to use sliders, and a few other small layout tweaks.
This commit is contained in:
@@ -106,12 +106,15 @@ class DATA_PT_vertex_groups(DataButtonsPanel):
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row.itemR(group, "name")
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if context.edit_object:
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row = layout.row(align=True)
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row.itemO("object.vertex_group_assign", text="Assign")
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row.itemO("object.vertex_group_remove_from", text="Remove")
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row.itemO("object.vertex_group_select", text="Select")
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row.itemO("object.vertex_group_deselect", text="Deselect")
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row = layout.row()
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sub = row.row(align=True)
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sub.itemO("object.vertex_group_assign", text="Assign")
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sub.itemO("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.itemO("object.vertex_group_select", text="Select")
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sub.itemO("object.vertex_group_deselect", text="Deselect")
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layout.itemR(context.tool_settings, "vertex_group_weight", text="Weight")
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@@ -159,7 +162,7 @@ class DATA_PT_shape_keys(DataButtonsPanel):
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row.itemR(kb, "value", slider=True)
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split = layout.split()
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sub = split.column()
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sub = split.column(align=True)
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sub.enabled = ob.shape_key_lock == False
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sub.itemL(text="Range:")
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sub.itemR(kb, "slider_min", text="Min")
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@@ -333,7 +333,7 @@ class DATA_PT_modifiers(DataButtonsPanel):
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layout.itemL(text="See Soft Body panel.")
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def SUBSURF(self, layout, ob, md):
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layout.itemR(md, "subdivision_type")
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layout.row().itemR(md, "subdivision_type", expand=True)
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flow = layout.column_flow()
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flow.itemR(md, "levels", text="Preview")
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@@ -349,9 +349,12 @@ class DATA_PT_modifiers(DataButtonsPanel):
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layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
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#layout.itemR(md, "projectors")
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layout.itemR(md, "image")
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layout.itemR(md, "horizontal_aspect_ratio")
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layout.itemR(md, "vertical_aspect_ratio")
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layout.itemR(md, "override_image")
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layout.itemL(text="Aspect Ratio:")
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col = layout.column(align=True)
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col.itemR(md, "horizontal_aspect_ratio", text="Horizontal")
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col.itemR(md, "vertical_aspect_ratio", text="Vertical")
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#"Projectors" don't work.
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def WAVE(self, layout, ob, md):
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@@ -19,72 +19,132 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
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ob = context.active_object
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game = ob.game
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soft = ob.game.soft_body
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layout.itemR(game, "physics_type")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemR(game, "actor")
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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col = split.column()
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col.itemR(game, "do_fh", text="Use Material Physics")
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col.itemR(game, "rotation_fh", text="Rotate From Normal")
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col.itemR(game, "no_sleeping")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Attributes:")
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sub = col.column(align=True)
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sub.itemR(game, "mass")
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sub.itemR(game, "radius")
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sub.itemR(game, "form_factor")
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col.itemS()
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col.itemL(text="Damping:")
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sub = col.column(align=True)
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sub.itemR(game, "damping", text="Translation", slider=True)
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sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
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col = split.column()
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col.itemL(text="Velocity:")
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sub = col.column(align=True)
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sub.itemR(game, "minimum_velocity", text="Minimum")
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sub.itemR(game, "maximum_velocity", text="Maximum")
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col.itemS()
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col.itemR(game, "anisotropic_friction")
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sub = col.column()
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sub.active = game.anisotropic_friction
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sub.itemR(game, "friction_coefficients", text="", slider=True)
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Lock Translation:")
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col.itemR(game, "lock_x_axis", text="X")
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col.itemR(game, "lock_y_axis", text="Y")
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col.itemR(game, "lock_z_axis", text="Z")
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col = split.column()
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col.itemL(text="Lock Rotation:")
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col.itemR(game, "lock_x_rot_axis", text="X")
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col.itemR(game, "lock_y_rot_axis", text="Y")
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col.itemR(game, "lock_z_rot_axis", text="Z")
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#if game.physics_type == 'DYNAMIC':
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if game.physics_type in ('DYNAMIC', 'RIGID_BODY'):
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split = layout.split()
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col = split.column()
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col.itemR(game, "actor")
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
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col = split.column()
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col.itemR(game, "do_fh", text="Use Material Physics")
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col.itemR(game, "rotation_fh", text="Rotate From Normal")
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col.itemR(game, "no_sleeping")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Attributes:")
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sub = col.column()
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sub.itemR(game, "mass")
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sub.itemR(game, "radius")
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sub.itemR(game, "form_factor")
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col.itemS()
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col.itemL(text="Damping:")
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sub = col.column(align=True)
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sub.itemR(game, "damping", text="Translation", slider=True)
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sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
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col = split.column()
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col.itemL(text="Velocity:")
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sub = col.column(align=True)
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sub.itemR(game, "minimum_velocity", text="Minimum")
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sub.itemR(game, "maximum_velocity", text="Maximum")
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col.itemS()
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sub = col.column()
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sub.active = (game.physics_type == 'RIGID_BODY')
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sub.itemR(game, "anisotropic_friction")
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subsub = sub.column()
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subsub.active = game.anisotropic_friction
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subsub.itemR(game, "friction_coefficients", text="", slider=True)
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Lock Translation:")
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col.itemR(game, "lock_x_axis", text="X")
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col.itemR(game, "lock_y_axis", text="Y")
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col.itemR(game, "lock_z_axis", text="Z")
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col = split.column()
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col.itemL(text="Lock Rotation:")
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col.itemR(game, "lock_x_rot_axis", text="X")
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col.itemR(game, "lock_y_rot_axis", text="Y")
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col.itemR(game, "lock_z_rot_axis", text="Z")
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elif game.physics_type == 'SOFT_BODY':
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col = layout.column()
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col.itemR(game, "actor")
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible")
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layout.itemS()
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split = layout.split()
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col = split.column()
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col.itemL(text="Attributes:")
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col.itemR(game, "mass")
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col.itemR(soft, "welding")
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col.itemR(soft, "position_iterations")
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col.itemR(soft, "linstiff", slider=True)
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col.itemR(soft, "dynamic_friction", slider=True)
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col.itemR(soft, "margin", slider=True)
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col.itemR(soft, "bending_const", text="Bending Constraints")
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col = split.column()
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col.itemR(soft, "shape_match")
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sub = col.column()
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sub.active = soft.shape_match
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sub.itemR(soft, "threshold", slider=True)
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col.itemS()
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col.itemL(text="Cluster Collision:")
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col.itemR(soft, "enable_rs_collision", text="Rigid to Soft Body")
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col.itemR(soft, "enable_ss_collision", text="Soft to Soft Body")
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sub = col.column()
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sub.active = (soft.enable_rs_collision or soft.enable_ss_collision)
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sub.itemR(soft, "cluster_iterations", text="Iterations")
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elif game.physics_type == 'STATIC':
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col = layout.column()
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col.itemR(game, "actor")
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col.itemR(game, "ghost")
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col.itemR(ob, "restrict_render", text="Invisible")
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elif game.physics_type in ('SENSOR', 'INVISIBLE', 'NO_COLLISION', 'OCCLUDE'):
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col = layout.column()
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col.itemR(ob, "restrict_render", text="Invisible")
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class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
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__label__ = "Collision Bounds"
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def poll(self, context):
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ob = context.active_object
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game = ob.game
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return (game.physics_type in ('DYNAMIC', 'RIGID_BODY', 'SENSOR', 'SOFT_BODY', 'STATIC'))
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def draw_header(self, context):
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layout = self.layout
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@@ -210,13 +210,15 @@ class MATERIAL_PT_shadows(MaterialButtonsPanel):
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col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
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col = split.column()
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col.itemR(mat, "cast_buffer_shadows")
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sub = col.column()
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sub.active = mat.cast_buffer_shadows
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sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
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col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
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sub = col.column()
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subsub = sub.column()
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subsub.active = (not mat.ray_shadow_bias)
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subsub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias")
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sub.itemR(mat, "cast_buffer_shadows")
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sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
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sub.active = (not mat.ray_shadow_bias)
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sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
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class MATERIAL_PT_diffuse(MaterialButtonsPanel):
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__label__ = "Diffuse"
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@@ -51,7 +51,9 @@ class OBJECT_PT_relations(ObjectButtonsPanel):
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col.itemR(ob, "parent", text="")
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sub = col.column()
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sub.itemR(ob, "parent_type", text="Type")
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split = sub.split(percentage=0.3)
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split.itemL(text="Type:")
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split.itemR(ob, "parent_type", text="")
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parent = ob.parent
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if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
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sub.item_pointerR(ob, "parent_bone", parent.data, "bones", text="")
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@@ -361,9 +361,9 @@ class ConstraintButtonsPanel(bpy.types.Panel):
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def STRETCH_TO(self, layout, con):
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self.target_template(layout, con)
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col = layout.column(align=True)
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col.itemR(con, "original_length", text="Rest Length")
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col.itemO("constraint.stretchto_reset")
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row = layout.row()
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row.itemR(con, "original_length", text="Rest Length")
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row.itemO("constraint.stretchto_reset", text="Reset")
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col = layout.column()
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col.itemR(con, "bulge", text="Volume Variation")
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@@ -395,19 +395,21 @@ class ConstraintButtonsPanel(bpy.types.Panel):
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row = layout.row()
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row.itemR(con, "disable_linked_collision", text="No Collision")
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row.itemR(con, "draw_pivot")
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row.itemR(con, "draw_pivot", text="Display Pivot")
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split = layout.split()
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col = split.column()
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col.itemR(con, "pivot_x")
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col.itemR(con, "pivot_y")
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col.itemR(con, "pivot_z")
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col = split.column(align=True)
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col.itemL(text="Pivot:")
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col.itemR(con, "pivot_x", text="X")
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col.itemR(con, "pivot_y", text="Y")
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col.itemR(con, "pivot_z", text="Z")
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col = split.column()
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col.itemR(con, "axis_x")
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col.itemR(con, "axis_y")
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col.itemR(con, "axis_z")
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col = split.column(align=True)
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col.itemL(text="Axis:")
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col.itemR(con, "axis_x", text="X")
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col.itemR(con, "axis_y", text="Y")
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col.itemR(con, "axis_z", text="Z")
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#Missing: Limit arrays (not wrapped in RNA yet)
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@@ -55,8 +55,8 @@ class WORLD_PT_world(WorldButtonsPanel):
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if world:
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row = layout.row()
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row.itemR(world, "blend_sky")
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row.itemR(world, "paper_sky")
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row.itemR(world, "blend_sky")
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row.itemR(world, "real_sky")
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row = layout.row()
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@@ -83,10 +83,11 @@ class WORLD_PT_mist(WorldButtonsPanel):
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layout.active = world.mist.enabled
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flow = layout.column_flow()
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flow.itemR(world.mist, "intensity", slider=True)
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flow.itemR(world.mist, "start")
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flow.itemR(world.mist, "depth")
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flow.itemR(world.mist, "height")
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flow.itemR(world.mist, "intensity", slider=True)
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layout.itemR(world.mist, "falloff")
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@@ -146,12 +147,12 @@ class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
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col.itemL(text="Sampling:")
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col.itemR(ao, "sample_method", text="")
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sub = col.column(align=True)
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sub = col.column()
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sub.itemR(ao, "samples")
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if ao.sample_method == 'ADAPTIVE_QMC':
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sub.itemR(ao, "threshold")
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sub.itemR(ao, "adapt_to_speed")
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sub.itemR(ao, "adapt_to_speed", slider=True)
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elif ao.sample_method == 'CONSTANT_JITTERED':
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sub.itemR(ao, "bias")
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Block a user