UI layouts

Changed order of panels in scene buttons to better follow order of importance, putting the post-processing options further down.

Cleaned up game physics properties
This commit is contained in:
2009-07-20 21:31:32 +00:00
parent bb0eab7f93
commit a3366cb8f0
3 changed files with 51 additions and 39 deletions

View File

@@ -42,45 +42,57 @@ class GAME_PT_physics(GameButtonsPanel):
game = ob.game
flow = layout.column_flow()
flow.active = True
flow.itemR(game, "physics_type")
flow.itemR(game, "actor")
row = layout.row()
row.itemR(game, "ghost")
row.itemR(ob, "restrict_render", text="Invisible") # out of place but useful
flow = layout.column_flow()
flow.itemR(game, "mass")
flow.itemR(game, "radius")
flow.itemR(game, "no_sleeping")
flow.itemR(game, "damping")
flow.itemR(game, "rotation_damping")
flow.itemR(game, "minimum_velocity")
flow.itemR(game, "maximum_velocity")
row = layout.row()
row.itemR(game, "do_fh")
row.itemR(game, "rotation_fh")
flow = layout.column_flow()
flow.itemR(game, "form_factor")
flow.itemR(game, "anisotropic_friction")
flow = layout.column_flow()
flow.active = game.anisotropic_friction
flow.itemR(game, "friction_coefficients")
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, "rotation_fh", text="Rotate From Normal")
layout.itemS()
split = layout.split()
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.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)
layout.itemS()
split = layout.split()
sub = split.column()
sub.itemR(game, "lock_x_axis")
sub.itemR(game, "lock_y_axis")
sub.itemR(game, "lock_z_axis")
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.itemR(game, "lock_x_rot_axis")
sub.itemR(game, "lock_y_rot_axis")
sub.itemR(game, "lock_z_rot_axis")
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):
@@ -111,7 +123,6 @@ class GAME_PT_collision_bounds(GameButtonsPanel):
flow.itemR(game, "collision_margin")
bpy.types.register(GAME_PT_context_game)
bpy.types.register(GAME_PT_data)
bpy.types.register(GAME_PT_physics)

View File

@@ -86,6 +86,7 @@ class PHYSICS_PT_field(PhysicButtonsPanel):
row.itemR(field, "falloff_power", text="Power")
row.itemR(field, "positive_z", text="Positive Z")
layout.itemS()
split = layout.split()
sub = split.column()

View File

@@ -412,13 +412,13 @@ class RENDER_PT_stamp(RenderButtonsPanel):
rowsub.itemR(rd, "stamp_note_text", text="")
bpy.types.register(RENDER_PT_render)
bpy.types.register(RENDER_PT_layers)
bpy.types.register(RENDER_PT_dimensions)
bpy.types.register(RENDER_PT_antialiasing)
bpy.types.register(RENDER_PT_layers)
bpy.types.register(RENDER_PT_shading)
bpy.types.register(RENDER_PT_post_processing)
bpy.types.register(RENDER_PT_performance)
bpy.types.register(RENDER_PT_output)
bpy.types.register(RENDER_PT_encoding)
bpy.types.register(RENDER_PT_performance)
bpy.types.register(RENDER_PT_post_processing)
bpy.types.register(RENDER_PT_stamp)