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authorCampbell Barton <ideasman42@gmail.com>2013-02-10 12:54:10 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-02-10 12:54:10 +0400
commit5d4df1a999d65bdfe67cec1088b34d9d47fc5412 (patch)
tree2409cd2edc0e4399a68bb6022081e2e38d0e2b7a /release/scripts/startup/bl_ui/properties_physics_rigidbody.py
parentf75ca60a1c55388334a3b85934bd23a122c6b92c (diff)
pep8 cleanup
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_physics_rigidbody.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_rigidbody.py44
1 files changed, 23 insertions, 21 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
index f335c560f7b..922eee66ddc 100644
--- a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
+++ b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py
@@ -32,22 +32,22 @@ class PHYSICS_PT_rigid_body(PHYSICS_PT_rigidbody_panel, Panel):
@classmethod
def poll(cls, context):
- ob = context.object
- rd = context.scene.render
- return (ob and ob.rigid_body and (not rd.use_game_engine))
+ obj = context.object
+ return (obj and obj.rigid_body and
+ (not context.scene.render.use_game_engine))
def draw_header(self, context):
obj = context.object
rbo = obj.rigid_body
if rbo is not None:
- self.layout.prop(rbo, "enabled", text="");
+ self.layout.prop(rbo, "enabled", text="")
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
-
+
if rbo is not None:
layout.prop(rbo, "type", text="Type")
layout.prop(rbo, "kinematic", text="Animated")
@@ -61,34 +61,35 @@ class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel):
@classmethod
def poll(cls, context):
- return (context.object and context.object.rigid_body and
+ obj = context.object
+ return (obj and obj.rigid_body and
(not context.scene.render.use_game_engine))
-
+
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
-
+
layout.prop(rbo, "collision_shape", text="Shape")
-
+
split = layout.split()
-
+
col = split.column()
col.label(text="Surface Response:")
col.prop(rbo, "friction")
col.prop(rbo, "restitution", text="Bounciness")
-
+
col = split.column()
col.label(text="Sensitivity:")
if rbo.collision_shape in {'MESH', 'CONE'}:
col.prop(rbo, "collision_margin", text="Margin")
else:
- col.prop(rbo, "use_margin");
+ col.prop(rbo, "use_margin")
sub = col.column()
sub.active = rbo.use_margin
sub.prop(rbo, "collision_margin", text="Margin")
-
+
layout.prop(rbo, "collision_groups")
@@ -98,22 +99,23 @@ class PHYSICS_PT_rigid_body_dynamics(PHYSICS_PT_rigidbody_panel, Panel):
@classmethod
def poll(cls, context):
- return (context.object and context.object.rigid_body and
- context.object.rigid_body.type == 'ACTIVE' and
+ obj = context.object
+ return (obj and obj.rigid_body and
+ obj.rigid_body.type == 'ACTIVE' and
(not context.scene.render.use_game_engine))
-
+
def draw(self, context):
layout = self.layout
ob = context.object
rbo = ob.rigid_body
-
+
#col = layout.column(align=1)
#col.label(text="Activation:")
# XXX: settings such as activate on collison/etc.
-
- split = layout.split();
-
+
+ split = layout.split()
+
col = split.column()
col.label(text="Deactivation:")
col.prop(rbo, "use_deactivation")
@@ -123,7 +125,7 @@ class PHYSICS_PT_rigid_body_dynamics(PHYSICS_PT_rigidbody_panel, Panel):
sub.prop(rbo, "deactivate_linear_velocity", text="Linear Vel")
sub.prop(rbo, "deactivate_angular_velocity", text="Angular Vel")
# TODO: other params such as time?
-
+
col = split.column()
col.label(text="Damping:")
col.prop(rbo, "linear_damping", text="Translation")