Some ui reorganization of the physics tab:
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter. * Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled. * There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
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@@ -29,7 +29,7 @@ class PhysicButtonsPanel():
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.fluid)
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class PHYSICS_PT_fluid(PhysicButtonsPanel, bpy.types.Panel):
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@@ -40,25 +40,9 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel, bpy.types.Panel):
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md = context.fluid
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split = layout.split()
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if md:
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# remove modifier + settings
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split.context_pointer_set("modifier", md)
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split.operator("object.modifier_remove", text="Remove")
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row = split.row(align=True)
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row.prop(md, "show_render", text="")
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row.prop(md, "show_viewport", text="")
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fluid = md.settings
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else:
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# add modifier
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split.operator("object.modifier_add", text="Add").type = 'FLUID_SIMULATION'
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split.label()
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if md:
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row = layout.row()
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if fluid is None:
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row.label("built without fluids")
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