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authorYevgeny Makarov <jenkm>2019-10-01 21:26:41 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2019-10-01 21:29:33 +0300
commit6348ca9da0ff066d9175e290caabf98a12f4f345 (patch)
treee79beb0c19b6d4b7790519779f903333f641773c /release/scripts/startup/bl_ui/properties_particle.py
parent32d778a773aebf3778f0601b4f211d125ed15a60 (diff)
UI: tweak layout of boid brain panel
Differential Revision: https://developer.blender.org/D5684
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_particle.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_particle.py97
1 files changed, 45 insertions, 52 deletions
diff --git a/release/scripts/startup/bl_ui/properties_particle.py b/release/scripts/startup/bl_ui/properties_particle.py
index d121091932f..076b1f2592c 100644
--- a/release/scripts/startup/bl_ui/properties_particle.py
+++ b/release/scripts/startup/bl_ui/properties_particle.py
@@ -1091,14 +1091,13 @@ class PARTICLE_PT_physics_integration(ParticleButtonsPanel, Panel):
col.prop(part, "integrator")
col.prop(part, "timestep")
- sub = col.row()
- sub.prop(part, "subframes")
- supports_courant = part.physics_type == 'FLUID'
- subsub = sub.row()
- subsub.enabled = supports_courant
- subsub.prop(part, "use_adaptive_subframes", text="")
- if supports_courant and part.use_adaptive_subframes:
- col.prop(part, "courant_target", text="Threshold")
+ col.prop(part, "subframes")
+
+ if part.physics_type == 'FLUID':
+ col.prop(part, "use_adaptive_subframes", text="Adaptive")
+ sub = col.row()
+ sub.enabled = part.use_adaptive_subframes
+ sub.prop(part, "courant_target", text="Threshold")
class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
@@ -1122,33 +1121,28 @@ class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
+ layout.use_property_decorate = False
boids = particle_get_settings(context).boids
layout.enabled = particle_panel_enabled(context, context.particle_system)
# Currently boids can only use the first state so these are commented out for now.
- #row = layout.row()
+ # row = layout.row()
# row.template_list("UI_UL_list", "particle_boids", boids, "states",
- # boids, "active_boid_state_index", compact="True")
- #col = row.row()
- #sub = col.row(align=True)
- #sub.operator("boid.state_add", icon='ADD', text="")
- #sub.operator("boid.state_del", icon='REMOVE', text="")
- #sub = row.row(align=True)
- #sub.operator("boid.state_move_up", icon='TRIA_UP', text="")
- #sub.operator("boid.state_move_down", icon='TRIA_DOWN', text="")
+ # boids, "active_boid_state_index", compact="True")
+ # col = row.row()
+ # sub = col.row(align=True)
+ # sub.operator("boid.state_add", icon='ADD', text="")
+ # sub.operator("boid.state_del", icon='REMOVE', text="")
+ # sub = row.row(align=True)
+ # sub.operator("boid.state_move_up", icon='TRIA_UP', text="")
+ # sub.operator("boid.state_move_down", icon='TRIA_DOWN', text="")
state = boids.active_boid_state
- #layout.prop(state, "name", text="State name")
-
- row = layout.row()
- row.prop(state, "ruleset_type")
- if state.ruleset_type == 'FUZZY':
- row.prop(state, "rule_fuzzy", slider=True)
- else:
- row.label(text="")
+ # layout.prop(state, "name", text="State name")
row = layout.row()
row.template_list("UI_UL_list", "particle_boids_rules", state,
@@ -1164,47 +1158,46 @@ class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
subsub.operator("boid.rule_move_up", icon='TRIA_UP', text="")
subsub.operator("boid.rule_move_down", icon='TRIA_DOWN', text="")
+ layout.prop(state, "ruleset_type")
+ if state.ruleset_type == 'FUZZY':
+ layout.prop(state, "rule_fuzzy", slider=True)
+
rule = state.active_boid_rule
if rule:
- row = layout.row()
- row.prop(rule, "name", text="")
- # somebody make nice icons for boids here please! -jahka
- row.prop(rule, "use_in_air", icon='TRIA_UP', text="")
- row.prop(rule, "use_on_land", icon='TRIA_DOWN', text="")
+ col = layout.column(align=True)
+ col.prop(rule, "use_in_air")
+ col.prop(rule, "use_on_land")
- row = layout.row()
+ col = layout.column()
if rule.type == 'GOAL':
- row.prop(rule, "object")
- row = layout.row()
- row.prop(rule, "use_predict")
+ col.prop(rule, "object")
+ col.prop(rule, "use_predict")
elif rule.type == 'AVOID':
- row.prop(rule, "object")
- row = layout.row()
- row.prop(rule, "use_predict")
- row.prop(rule, "fear_factor")
+ col.prop(rule, "object")
+ col.prop(rule, "use_predict")
+ col.prop(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
- row.label(text="Not yet functional")
+ col.label(text="Not yet functional")
elif rule.type == 'AVOID_COLLISION':
- row.prop(rule, "use_avoid")
- row.prop(rule, "use_avoid_collision")
- row.prop(rule, "look_ahead")
+ col.prop(rule, "use_avoid")
+ col.prop(rule, "use_avoid_collision")
+ col.prop(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
- row.prop(rule, "object", text="")
- row.prop(rule, "distance")
- row = layout.row()
- row.prop(rule, "use_line")
- sub = row.row()
+ col.prop(rule, "object")
+ col.prop(rule, "distance")
+ col.prop(rule, "use_line")
+ sub = col.row()
sub.active = rule.use_line
sub.prop(rule, "queue_count")
elif rule.type == 'AVERAGE_SPEED':
- row.prop(rule, "speed", slider=True)
- row.prop(rule, "wander", slider=True)
- row.prop(rule, "level", slider=True)
+ col.prop(rule, "speed", slider=True)
+ col.prop(rule, "wander", slider=True)
+ col.prop(rule, "level", slider=True)
elif rule.type == 'FIGHT':
- row.prop(rule, "distance")
- row.prop(rule, "flee_distance")
+ col.prop(rule, "distance")
+ col.prop(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel, Panel):