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authorThomas Dinges <blender@dingto.org>2009-07-30 14:11:19 +0400
committerThomas Dinges <blender@dingto.org>2009-07-30 14:11:19 +0400
commitd56466747d5ee1df8492981e4e80448c3a7bf00f (patch)
tree0abe6d18591f29072400304af3a010499bf966af /release
parent249c5fcddc5546a7fa86c48d6752812e44e98c64 (diff)
2.5 Part 3 of Layout Code Cleanup:
* More cleanup to match new coding guidelines. http://wiki.blender.org/index.php/Dev:Py/Blender2.5/Layouts/Guidelines * Replaced some if's with proper elif's. * Removed some unnecessary code. Note: Please don't use inconsistent assign names like colsub, subcol1 etc. anymore!
Diffstat (limited to 'release')
-rw-r--r--release/ui/buttons_data_lamp.py24
-rw-r--r--release/ui/buttons_data_metaball.py3
-rw-r--r--release/ui/buttons_game.py150
-rw-r--r--release/ui/buttons_material.py359
-rw-r--r--release/ui/buttons_object.py48
-rw-r--r--release/ui/buttons_object_constraint.py192
-rw-r--r--release/ui/buttons_physics_field.py193
-rw-r--r--release/ui/buttons_physics_fluid.py126
-rw-r--r--release/ui/buttons_physics_softbody.py48
-rw-r--r--release/ui/buttons_scene.py67
10 files changed, 612 insertions, 598 deletions
diff --git a/release/ui/buttons_data_lamp.py b/release/ui/buttons_data_lamp.py
index 5be25278e93..a522a66c871 100644
--- a/release/ui/buttons_data_lamp.py
+++ b/release/ui/buttons_data_lamp.py
@@ -52,41 +52,24 @@ class DATA_PT_lamp(DataButtonsPanel):
sub = col.column()
sub.itemR(lamp, "color", text="")
sub.itemR(lamp, "energy")
-
-
-
-
- #split = layout.split()
-
+
if lamp.type in ('POINT', 'SPOT'):
- #col = split.column()
- #col.itemL(text="Falloff:")
- sub = col.column()
sub.itemR(lamp, "falloff_type", text="Falloff")
sub.itemR(lamp, "distance")
-
-
+
if lamp.falloff_type == 'LINEAR_QUADRATIC_WEIGHTED':
- #col = split.column()
col.itemL(text="Attenuation Factors:")
sub = col.column(align=True)
sub.itemR(lamp, "linear_attenuation", slider=True, text="Linear")
sub.itemR(lamp, "quadratic_attenuation", slider=True, text="Quadratic")
- #else:
- #
- # split.column()
col.itemR(lamp, "sphere")
if lamp.type == 'AREA':
- #col = split.column()
col.itemR(lamp, "distance")
col.itemR(lamp, "gamma")
-
- #col = split.column()
-
-
col.itemR(lamp, "shape")
+
sub = col.column(align=True)
if (lamp.shape == 'SQUARE'):
sub.itemR(lamp, "size")
@@ -99,7 +82,6 @@ class DATA_PT_lamp(DataButtonsPanel):
col.itemR(lamp, "layer", text="This Layer Only")
col.itemR(lamp, "specular")
col.itemR(lamp, "diffuse")
-
class DATA_PT_sunsky(DataButtonsPanel):
__label__ = "Sun/Sky"
diff --git a/release/ui/buttons_data_metaball.py b/release/ui/buttons_data_metaball.py
index 009a13df0b7..fa463d49c0d 100644
--- a/release/ui/buttons_data_metaball.py
+++ b/release/ui/buttons_data_metaball.py
@@ -76,8 +76,7 @@ class DATA_PT_metaball_element(DataButtonsPanel):
col.itemR(metaelem, "stiffness", text="Stiffness")
col.itemR(metaelem, "negative", text="Negative")
col.itemR(metaelem, "hide", text="Hide")
-
-
+
bpy.types.register(DATA_PT_context_metaball)
bpy.types.register(DATA_PT_metaball)
bpy.types.register(DATA_PT_metaball_element) \ No newline at end of file
diff --git a/release/ui/buttons_game.py b/release/ui/buttons_game.py
index 3f60bceb284..9635ecfa67c 100644
--- a/release/ui/buttons_game.py
+++ b/release/ui/buttons_game.py
@@ -16,70 +16,78 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
def draw(self, context):
layout = self.layout
- ob = context.active_object
+ ob = context.active_object
game = ob.game
layout.itemR(game, "physics_type")
layout.itemS()
split = layout.split()
- col = split.column()
+ 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")
col.itemR(game, "no_sleeping")
layout.itemS()
+
split = layout.split()
+
col = split.column()
col.itemL(text="Attributes:")
- colsub = col.column(align=True)
- colsub.itemR(game, "mass")
- colsub.itemR(game, "radius")
- colsub.itemR(game, "form_factor")
+ sub = col.column(align=True)
+ sub.itemR(game, "mass")
+ sub.itemR(game, "radius")
+ sub.itemR(game, "form_factor")
+
col.itemS()
+
col.itemL(text="Damping:")
- colsub = col.column(align=True)
- colsub.itemR(game, "damping", text="Translation", slider=True)
- colsub.itemR(game, "rotation_damping", text="Rotation", slider=True)
+ sub = col.column(align=True)
+ sub.itemR(game, "damping", text="Translation", slider=True)
+ sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
col = split.column()
-
col.itemL(text="Velocity:")
- colsub = col.column(align=True)
- colsub.itemR(game, "minimum_velocity", text="Minimum")
- colsub.itemR(game, "maximum_velocity", text="Maximum")
+ sub = col.column(align=True)
+ sub.itemR(game, "minimum_velocity", text="Minimum")
+ sub.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)
+ col.itemR(game, "anisotropic_friction")
+ sub = col.column()
+ sub.active = game.anisotropic_friction
+ sub.itemR(game, "friction_coefficients", text="", slider=True)
layout.itemS()
+
split = layout.split()
- sub = split.column()
- 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.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")
+
+ col = split.column()
+ col.itemL(text="Lock Translation:")
+ col.itemR(game, "lock_x_axis", text="X")
+ col.itemR(game, "lock_y_axis", text="Y")
+ col.itemR(game, "lock_z_axis", text="Z")
+
+ col = split.column()
+ col.itemL(text="Lock Rotation:")
+ col.itemR(game, "lock_x_rot_axis", text="X")
+ col.itemR(game, "lock_y_rot_axis", text="Y")
+ col.itemR(game, "lock_z_rot_axis", text="Z")
class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
__label__ = "Collision Bounds"
def draw_header(self, context):
layout = self.layout
+
ob = context.active_object
game = ob.game
@@ -90,17 +98,13 @@ class PHYSICS_PT_game_collision_bounds(PhysicsButtonsPanel):
ob = context.scene.objects[0]
game = ob.game
- layout.active = game.use_collision_bounds
-
-
+ layout.active = game.use_collision_bounds
layout.itemR(game, "collision_bounds", text="Bounds")
- split = layout.split()
- sub = split.column()
- sub.itemR(game, "collision_compound", text="Compound")
- sub = split.column()
- sub.itemR(game, "collision_margin", text="Margin", slider=True)
+ row = layout.row()
+ row.itemR(game, "collision_compound", text="Compound")
+ row.itemR(game, "collision_margin", text="Margin", slider=True)
bpy.types.register(PHYSICS_PT_game_physics)
bpy.types.register(PHYSICS_PT_game_collision_bounds)
@@ -119,6 +123,7 @@ class SCENE_PT_game(SceneButtonsPanel):
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
row = layout.row()
@@ -130,64 +135,63 @@ class SCENE_PT_game_player(SceneButtonsPanel):
def draw(self, context):
layout = self.layout
+
gs = context.scene.game_data
- row = layout.row()
- row.itemR(gs, "fullscreen")
+
+ layout.itemR(gs, "fullscreen")
split = layout.split()
+
col = split.column()
col.itemL(text="Resolution:")
- colsub = col.column(align=True)
- colsub.itemR(gs, "resolution_x", slider=False, text="X")
- colsub.itemR(gs, "resolution_y", slider=False, text="Y")
+ sub = col.column(align=True)
+ sub.itemR(gs, "resolution_x", slider=False, text="X")
+ sub.itemR(gs, "resolution_y", slider=False, text="Y")
col = split.column()
col.itemL(text="Quality:")
- colsub = col.column(align=True)
- colsub.itemR(gs, "depth", text="Bit Depth", slider=False)
- colsub.itemR(gs, "frequency", text="FPS", slider=False)
+ sub = col.column(align=True)
+ sub.itemR(gs, "depth", text="Bit Depth", slider=False)
+ sub.itemR(gs, "frequency", text="FPS", slider=False)
# framing:
col = layout.column()
col.itemL(text="Framing:")
col.row().itemR(gs, "framing_type", expand=True)
-
- colsub = col.column()
- colsub.itemR(gs, "framing_color", text="")
+ sub = col.column()
+ sub.itemR(gs, "framing_color", text="")
class SCENE_PT_game_stereo(SceneButtonsPanel):
__label__ = "Stereo"
def draw(self, context):
layout = self.layout
+
gs = context.scene.game_data
+ stereo_mode = gs.stereo
# stereo options:
- col= layout.column()
- row = col.row()
- row.itemR(gs, "stereo", expand=True)
+ layout.itemR(gs, "stereo", expand=True)
- stereo_mode = gs.stereo
-
# stereo:
if stereo_mode == 'STEREO':
- row = layout.row()
- row.itemR(gs, "stereo_mode")
+ layout.itemR(gs, "stereo_mode")
# dome:
if stereo_mode == 'DOME':
- row = layout.row()
- row.itemR(gs, "dome_mode", text="Dome Type")
+ layout.itemR(gs, "dome_mode", text="Dome Type")
split=layout.split()
+
col=split.column()
col.itemR(gs, "dome_angle", slider=True)
col.itemR(gs, "dome_tesselation", text="Tesselation")
+
col=split.column()
col.itemR(gs, "dome_tilt")
col.itemR(gs, "dome_buffer_resolution", text="Resolution", slider=True)
- col=layout.column()
- col.itemR(gs, "dome_text")
+
+ layout.itemR(gs, "dome_text")
bpy.types.register(SCENE_PT_game)
bpy.types.register(SCENE_PT_game_player)
@@ -207,7 +211,7 @@ class WORLD_PT_game_context_world(WorldButtonsPanel):
def poll(self, context):
rd = context.scene.render_data
- return (context.scene != None) and (rd.use_game_engine)
+ return (context.scene) and (rd.use_game_engine)
def draw(self, context):
layout = self.layout
@@ -228,6 +232,7 @@ class WORLD_PT_game_world(WorldButtonsPanel):
def draw(self, context):
layout = self.layout
+
world = context.world
row = layout.row()
@@ -270,35 +275,39 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
def draw(self, context):
layout = self.layout
+
gs = context.scene.game_data
- flow = layout.column_flow()
- flow.itemR(gs, "physics_engine")
+
+ layout.itemR(gs, "physics_engine")
if gs.physics_engine != "NONE":
- flow.itemR(gs, "physics_gravity", text="Gravity")
+ layout.itemR(gs, "physics_gravity", text="Gravity")
split = layout.split()
+
col = split.column()
col.itemL(text="Physics Steps:")
- colsub = col.column(align=True)
- colsub.itemR(gs, "physics_step_max", text="Max")
- colsub.itemR(gs, "physics_step_sub", text="Substeps")
+ sub = col.column(align=True)
+ sub.itemR(gs, "physics_step_max", text="Max")
+ sub.itemR(gs, "physics_step_sub", text="Substeps")
col.itemR(gs, "fps", text="FPS")
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
- col.itemS()
- col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
- colsub = col.column()
- colsub.active = gs.use_occlusion_culling
- colsub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
+ col = layout.column()
+ col.itemR(gs, "use_occlusion_culling", text="Occlusion Culling")
+ sub = col.column()
+ sub.active = gs.use_occlusion_culling
+ sub.itemR(gs, "occlusion_culling_resolution", text="Resolution")
else:
split = layout.split()
+
col = split.column()
col.itemL(text="Physics Steps:")
col.itemR(gs, "fps", text="FPS")
+
col = split.column()
col.itemL(text="Logic Steps:")
col.itemR(gs, "logic_step_max", text="Max")
@@ -306,4 +315,3 @@ class WORLD_PT_game_physics(WorldButtonsPanel):
bpy.types.register(WORLD_PT_game_context_world)
bpy.types.register(WORLD_PT_game_world)
bpy.types.register(WORLD_PT_game_physics)
-
diff --git a/release/ui/buttons_material.py b/release/ui/buttons_material.py
index 26a5294f218..729d39e3b60 100644
--- a/release/ui/buttons_material.py
+++ b/release/ui/buttons_material.py
@@ -11,18 +11,17 @@ class MaterialButtonsPanel(bpy.types.Panel):
return (context.material) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_preview"
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
layout = self.layout
+
mat = context.material
layout.template_preview(mat)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_context_material"
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
@@ -51,7 +50,6 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel):
if context.edit_object:
row = layout.row(align=True)
-
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("object.material_slot_deselect", text="Deselect")
@@ -88,117 +86,115 @@ class MATERIAL_PT_material(MaterialButtonsPanel):
if mat.type in ('SURFACE', 'WIRE', 'VOLUME'):
split = layout.split()
- sub = split.column()
- sub.itemR(mat, "alpha", slider=True)
- sub.itemR(mat, "ambient", slider=True)
- sub.itemR(mat, "emit")
- sub.itemR(mat, "translucency", slider=True)
+ col = split.column()
+ col.itemR(mat, "alpha", slider=True)
+ col.itemR(mat, "ambient", slider=True)
+ col.itemR(mat, "emit")
+ col.itemR(mat, "translucency", slider=True)
- sub = split.column()
- sub.itemR(mat, "z_transparency")
- sub.itemR(mat, "shadeless")
- sub.itemR(mat, "tangent_shading")
- sub.itemR(mat, "cubic", slider=True)
+ col = split.column()
+ col.itemR(mat, "z_transparency")
+ col.itemR(mat, "shadeless")
+ col.itemR(mat, "tangent_shading")
+ col.itemR(mat, "cubic", slider=True)
elif mat.type == 'HALO':
layout.itemR(mat, "alpha", slider=True)
class MATERIAL_PT_strand(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_strand"
__label__ = "Strand"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
- tan = context.material.strand
+
mat = context.material
+ tan = mat.strand
split = layout.split()
- sub = split.column()
- sub.itemL(text="Size:")
- sub.itemR(tan, "start_size", text="Root")
- sub.itemR(tan, "end_size", text="Tip")
- sub.itemR(tan, "min_size", text="Minimum")
- sub.itemR(tan, "blender_units")
- colsub = sub.column()
- colsub.active = mat.shadeless== False
- colsub.itemR(tan, "tangent_shading")
-
- sub = split.column()
- sub.itemR(tan, "shape")
- sub.itemR(tan, "width_fade")
- sub.itemR(tan, "uv_layer")
- colsub = sub.column()
- colsub.active = mat.shadeless== False
- colsub.itemR(tan, "surface_diffuse")
- colsubsub = colsub.column()
- colsubsub.active = tan.surface_diffuse
- colsubsub.itemR(tan, "blend_distance", text="Distance")
+ col = split.column()
+ col.itemL(text="Size:")
+ col.itemR(tan, "start_size", text="Root")
+ col.itemR(tan, "end_size", text="Tip")
+ col.itemR(tan, "min_size", text="Minimum")
+ col.itemR(tan, "blender_units")
+ sub = col.column()
+ sub.active = mat.shadeless == False
+ sub.itemR(tan, "tangent_shading")
+
+ col = split.column()
+ col.itemR(tan, "shape")
+ col.itemR(tan, "width_fade")
+ col.itemR(tan, "uv_layer")
+ sub = col.column()
+ sub.active = mat.shadeless == False
+ sub.itemR(tan, "surface_diffuse")
+ sub = col.column()
+ sub.active = tan.surface_diffuse
+ sub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_options(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_options"
__label__ = "Options"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
layout = self.layout
+
mat = context.material
split = layout.split()
- sub = split.column()
- sub.itemR(mat, "traceable")
- sub.itemR(mat, "full_oversampling")
- sub.itemR(mat, "sky")
- sub.itemR(mat, "exclude_mist")
- sub.itemR(mat, "invert_z")
-
- col = sub.column(align=True)
- col.itemL(text="Light Group:")
- col.itemR(mat, "light_group", text="")
- row = col.row()
+ col = split.column()
+ col.itemR(mat, "traceable")
+ col.itemR(mat, "full_oversampling")
+ col.itemR(mat, "sky")
+ col.itemR(mat, "exclude_mist")
+ col.itemR(mat, "invert_z")
+ sub = col.column(align=True)
+ sub.itemL(text="Light Group:")
+ sub.itemR(mat, "light_group", text="")
+ row = sub.row()
row.active = mat.light_group
row.itemR(mat, "light_group_exclusive", text="Exclusive")
- sub = split.column()
- sub.itemR(mat, "face_texture")
- colsub = sub.column()
- colsub.active = mat.face_texture
- colsub.itemR(mat, "face_texture_alpha")
- sub.itemR(mat, "vertex_color_paint")
- sub.itemR(mat, "vertex_color_light")
- sub.itemR(mat, "object_color")
+ col = split.column()
+ col.itemR(mat, "face_texture")
+ sub = col.column()
+ sub.active = mat.face_texture
+ sub.itemR(mat, "face_texture_alpha")
+ col.itemR(mat, "vertex_color_paint")
+ col.itemR(mat, "vertex_color_light")
+ col.itemR(mat, "object_color")
class MATERIAL_PT_shadows(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_shadows"
__label__ = "Shadows"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
layout = self.layout
+
mat = context.material
split = layout.split()
- sub = split.column()
- sub.itemR(mat, "shadows", text="Receive")
- sub.itemR(mat, "transparent_shadows", text="Receive Transparent")
- sub.itemR(mat, "only_shadow", text="Shadows Only")
- sub.itemR(mat, "cast_shadows_only", text="Cast Only")
- sub.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
- sub = split.column()
- sub.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
- colsub = sub.column()
- colsub.active = not mat.ray_shadow_bias
- colsub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias")
+ col = split.column()
+ col.itemR(mat, "shadows", text="Receive")
+ col.itemR(mat, "transparent_shadows", text="Receive Transparent")
+ col.itemR(mat, "only_shadow", text="Shadows Only")
+ col.itemR(mat, "cast_shadows_only", text="Cast Only")
+ col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
+
+ col = split.column()
+ col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
+ sub = col.column()
+ sub.active = not mat.ray_shadow_bias
+ sub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias")
sub.itemR(mat, "cast_buffer_shadows")
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
-
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_diffuse"
__label__ = "Diffuse"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
@@ -207,42 +203,41 @@ class MATERIAL_PT_diffuse(MaterialButtonsPanel):
def draw(self, context):
layout = self.layout
+
mat = context.material
split = layout.split()
- sub = split.column()
- sub.itemR(mat, "diffuse_color", text="")
- row = sub.row()
- row.active = mat.shadeless== False
- row.itemR(mat, "diffuse_reflection", text="Intensity", slider=True)
-
- sub = split.column()
+ col = split.column()
+ col.itemR(mat, "diffuse_color", text="")
+ sub = col.column()
sub.active = mat.shadeless== False
- sub.itemR(mat, "diffuse_shader", text="")
- sub.itemR(mat, "use_diffuse_ramp", text="Ramp")
+ sub.itemR(mat, "diffuse_reflection", text="Intensity", slider=True)
- split = layout.split()
- split.active = mat.shadeless== False
- sub = split.column()
+ col = split.column()
+ col.active = mat.shadeless== False
+ col.itemR(mat, "diffuse_shader", text="")
+ col.itemR(mat, "use_diffuse_ramp", text="Ramp")
+
+ col = layout.column()
+ col.active = mat.shadeless== False
if mat.diffuse_shader == 'OREN_NAYAR':
- sub.itemR(mat, "roughness")
- if mat.diffuse_shader == 'MINNAERT':
- sub.itemR(mat, "darkness")
- if mat.diffuse_shader == 'TOON':
- sub.itemR(mat, "diffuse_toon_size", text="Size")
- sub = split.column()
- sub.itemR(mat, "diffuse_toon_smooth", text="Smooth")
- if mat.diffuse_shader == 'FRESNEL':
- sub.itemR(mat, "diffuse_fresnel", text="Fresnel")
- sub = split.column()
- sub.itemR(mat, "diffuse_fresnel_factor", text="Factor")
-
- if mat.use_diffuse_ramp:
+ col.itemR(mat, "roughness")
+ elif mat.diffuse_shader == 'MINNAERT':
+ col.itemR(mat, "darkness")
+ elif mat.diffuse_shader == 'TOON':
+ row = col.row()
+ row.itemR(mat, "diffuse_toon_size", text="Size")
+ row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
+ elif mat.diffuse_shader == 'FRESNEL':
+ row = col.row()
+ row.itemR(mat, "diffuse_fresnel", text="Fresnel")
+ row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
+
+ elif mat.use_diffuse_ramp:
layout.template_color_ramp(mat.diffuse_ramp, expand=True)
class MATERIAL_PT_specular(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_specular"
__label__ = "Specular"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
@@ -251,41 +246,39 @@ class MATERIAL_PT_specular(MaterialButtonsPanel):
def draw(self, context):
layout = self.layout
+
mat = context.material
- layout.active = mat.shadeless== False
+ layout.active = mat.shadeless == False
split = layout.split()
- sub = split.column()
- sub.itemR(mat, "specular_color", text="")
- sub.itemR(mat, "specular_reflection", text="Intensity", slider=True)
+ col = split.column()
+ col.itemR(mat, "specular_color", text="")
+ col.itemR(mat, "specular_reflection", text="Intensity", slider=True)
- sub = split.column()
- sub.itemR(mat, "specular_shader", text="")
- sub.itemR(mat, "use_specular_ramp", text="Ramp")
-
- split = layout.split()
-
- sub = split.column()
+ col = split.column()
+ col.itemR(mat, "specular_shader", text="")
+ col.itemR(mat, "use_specular_ramp", text="Ramp")
+
+ col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
- sub.itemR(mat, "specular_hardness", text="Hardness")
- if mat.specular_shader == 'BLINN':
- sub.itemR(mat, "specular_hardness", text="Hardness")
- sub = split.column()
- sub.itemR(mat, "specular_ior", text="IOR")
- if mat.specular_shader == 'WARDISO':
- sub.itemR(mat, "specular_slope", text="Slope")
- if mat.specular_shader == 'TOON':
- sub.itemR(mat, "specular_toon_size", text="Size")
- sub = split.column()
- sub.itemR(mat, "specular_toon_smooth", text="Smooth")
+ col.itemR(mat, "specular_hardness", text="Hardness")
+ elif mat.specular_shader == 'BLINN':
+ row = col.row()
+ row.itemR(mat, "specular_hardness", text="Hardness")
+ row.itemR(mat, "specular_ior", text="IOR")
+ elif mat.specular_shader == 'WARDISO':
+ col.itemR(mat, "specular_slope", text="Slope")
+ elif mat.specular_shader == 'TOON':
+ row = col.row()
+ row.itemR(mat, "specular_toon_size", text="Size")
+ row.itemR(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.template_color_ramp(mat.specular_ramp, expand=True)
class MATERIAL_PT_sss(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -301,30 +294,31 @@ class MATERIAL_PT_sss(MaterialButtonsPanel):
def draw(self, context):
layout = self.layout
- sss = context.material.subsurface_scattering
+
mat = context.material
+ sss = context.material.subsurface_scattering
+
layout.active = sss.enabled
split = layout.split()
split.active = mat.shadeless== False
- sub = split.column()
- sub.itemR(sss, "color", text="")
- sub.itemL(text="Blend:")
- sub.itemR(sss, "color_factor", slider=True)
- sub.itemR(sss, "texture_factor", slider=True)
- sub.itemL(text="Scattering Weight:")
- sub.itemR(sss, "front")
- sub.itemR(sss, "back")
-
- sub = split.column()
- sub.itemR(sss, "ior")
- sub.itemR(sss, "scale")
- sub.itemR(sss, "radius", text="RGB Radius")
- sub.itemR(sss, "error_tolerance")
+ col = split.column()
+ col.itemR(sss, "color", text="")
+ col.itemL(text="Blend:")
+ col.itemR(sss, "color_factor", slider=True)
+ col.itemR(sss, "texture_factor", slider=True)
+ col.itemL(text="Scattering Weight:")
+ col.itemR(sss, "front")
+ col.itemR(sss, "back")
+
+ col = split.column()
+ col.itemR(sss, "ior")
+ col.itemR(sss, "scale")
+ col.itemR(sss, "radius", text="RGB Radius")
+ col.itemR(sss, "error_tolerance")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -334,32 +328,34 @@ class MATERIAL_PT_raymir(MaterialButtonsPanel):
def draw_header(self, context):
layout = self.layout
+
raym = context.material.raytrace_mirror
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
- raym = context.material.raytrace_mirror
+
mat = context.material
+ raym = context.material.raytrace_mirror
layout.active = raym.enabled
split = layout.split()
- sub = split.column()
- sub.itemR(raym, "reflect", text="Reflectivity", slider=True)
- sub.itemR(mat, "mirror_color", text="")
- sub.itemR(raym, "fresnel")
- sub.itemR(raym, "fresnel_fac", text="Fac", slider=True)
+ col = split.column()
+ col.itemR(raym, "reflect", text="Reflectivity", slider=True)
+ col.itemR(mat, "mirror_color", text="")
+ col.itemR(raym, "fresnel")
+ col.itemR(raym, "fresnel_fac", text="Fac", slider=True)
- sub = split.column()
- sub.itemR(raym, "gloss", slider=True)
- colsub = sub.column()
- colsub.active = raym.gloss < 1
- colsub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
- colsub.itemR(raym, "gloss_samples", text="Samples")
- colsub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
+ col = split.column()
+ col.itemR(raym, "gloss", slider=True)
+ sub = col.column()
+ sub.active = raym.gloss < 1
+ sub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
+ sub.itemR(raym, "gloss_samples", text="Samples")
+ sub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
row = layout.row()
row.itemR(raym, "distance", text="Max Dist")
@@ -368,7 +364,6 @@ class MATERIAL_PT_raymir(MaterialButtonsPanel):
layout.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_raytransp"
__label__= "Ray Transparency"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -378,34 +373,34 @@ class MATERIAL_PT_raytransp(MaterialButtonsPanel):
def draw_header(self, context):
layout = self.layout
+
rayt = context.material.raytrace_transparency
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
- rayt = context.material.raytrace_transparency
+
mat = context.material
+ rayt = context.material.raytrace_transparency
- layout.active = rayt.enabled
+ layout.active = rayt.enabled and mat.shadeless = False
split = layout.split()
- split.active = mat.shadeless== False
- sub = split.column()
- sub.itemR(rayt, "ior")
- sub.itemR(rayt, "fresnel")
- sub.itemR(rayt, "fresnel_fac", text="Fac", slider=True)
+ col = split.column()
+ col.itemR(rayt, "ior")
+ col.itemR(rayt, "fresnel")
+ col.itemR(rayt, "fresnel_fac", text="Fac", slider=True)
- sub = split.column()
- sub.itemR(rayt, "gloss", slider=True)
- colsub = sub.column()
- colsub.active = rayt.gloss < 1
- colsub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
- colsub.itemR(rayt, "gloss_samples", text="Samples")
+ col = split.column()
+ col.itemR(rayt, "gloss", slider=True)
+ sub = col.column()
+ sub.active = rayt.gloss < 1
+ sub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
+ sub.itemR(rayt, "gloss_samples", text="Samples")
flow = layout.column_flow()
- flow.active = mat.shadeless== False
flow.itemR(rayt, "filter", slider=True)
flow.itemR(rayt, "limit")
flow.itemR(rayt, "falloff")
@@ -413,7 +408,6 @@ class MATERIAL_PT_raytransp(MaterialButtonsPanel):
flow.itemR(rayt, "depth")
class MATERIAL_PT_halo(MaterialButtonsPanel):
- __idname__= "MATERIAL_PT_halo"
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
@@ -433,7 +427,6 @@ class MATERIAL_PT_halo(MaterialButtonsPanel):
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add", slider=True)
-
col.itemL(text="Options:")
col.itemR(halo, "use_texture", text="Texture")
col.itemR(halo, "use_vertex_normal", text="Vertex Normal")
@@ -442,30 +435,28 @@ class MATERIAL_PT_halo(MaterialButtonsPanel):
col.itemR(halo, "soft")
col = split.column()
- col = col.column()
col.itemR(halo, "ring")
- colsub = col.column()
- colsub.active = halo.ring
- colsub.itemR(halo, "rings")
- colsub.itemR(mat, "mirror_color", text="")
+ sub = col.column()
+ sub.active = halo.ring
+ sub.itemR(halo, "rings")
+ sub.itemR(mat, "mirror_color", text="")
col.itemR(halo, "lines")
- colsub = col.column()
- colsub.active = halo.lines
- colsub.itemR(halo, "line_number", text="Lines")
- colsub.itemR(mat, "specular_color", text="")
+ sub = col.column()
+ sub.active = halo.lines
+ sub.itemR(halo, "line_number", text="Lines")
+ sub.itemR(mat, "specular_color", text="")
col.itemR(halo, "star")
- colsub = col.column()
- colsub.active = halo.star
- colsub.itemR(halo, "star_tips")
+ sub = col.column()
+ sub.active = halo.star
+ sub.itemR(halo, "star_tips")
col.itemR(halo, "flare_mode")
- colsub = col.column()
- colsub.active = halo.flare_mode
- colsub.itemR(halo, "flare_size", text="Size")
- colsub.itemR(halo, "flare_subsize", text="Subsize")
- colsub.itemR(halo, "flare_boost", text="Boost")
- colsub.itemR(halo, "flare_seed", text="Seed")
- colsub.itemR(halo, "flares_sub", text="Sub")
-
+ sub = col.column()
+ sub.active = halo.flare_mode
+ sub.itemR(halo, "flare_size", text="Size")
+ sub.itemR(halo, "flare_subsize", text="Subsize")
+ sub.itemR(halo, "flare_boost", text="Boost")
+ sub.itemR(halo, "flare_seed", text="Seed")
+ sub.itemR(halo, "flares_sub", text="Sub")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
diff --git a/release/ui/buttons_object.py b/release/ui/buttons_object.py
index b2c8105f2bb..d59ed604c55 100644
--- a/release/ui/buttons_object.py
+++ b/release/ui/buttons_object.py
@@ -11,6 +11,7 @@ class OBJECT_PT_context_object(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
row = layout.row()
@@ -22,6 +23,7 @@ class OBJECT_PT_transform(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
row = layout.row()
@@ -34,9 +36,11 @@ class OBJECT_PT_relations(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
split = layout.split()
+
col = split.column()
col.itemR(ob, "layers")
col.itemS()
@@ -58,6 +62,7 @@ class OBJECT_PT_groups(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
split = layout.split()
@@ -83,6 +88,7 @@ class OBJECT_PT_display(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
row = layout.row()
@@ -102,6 +108,7 @@ class OBJECT_PT_duplication(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
layout.itemR(ob, "dupli_type", expand=True)
@@ -109,13 +116,13 @@ class OBJECT_PT_duplication(ObjectButtonsPanel):
if ob.dupli_type == 'FRAMES':
split = layout.split()
- sub = split.column(align=True)
- sub.itemR(ob, "dupli_frames_start", text="Start")
- sub.itemR(ob, "dupli_frames_end", text="End")
+ col = split.column(align=True)
+ col.itemR(ob, "dupli_frames_start", text="Start")
+ col.itemR(ob, "dupli_frames_end", text="End")
- sub = split.column(align=True)
- sub.itemR(ob, "dupli_frames_on", text="On")
- sub.itemR(ob, "dupli_frames_off", text="Off")
+ col = split.column(align=True)
+ col.itemR(ob, "dupli_frames_on", text="On")
+ col.itemR(ob, "dupli_frames_off", text="Off")
layout.itemR(ob, "dupli_frames_no_speed", text="No Speed")
@@ -135,30 +142,31 @@ class OBJECT_PT_animation(ObjectButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
split = layout.split()
- sub = split.column()
- sub.itemL(text="Time Offset:")
- sub.itemR(ob, "time_offset_edit", text="Edit")
- row = sub.row()
+ col = split.column()
+ col.itemL(text="Time Offset:")
+ col.itemR(ob, "time_offset_edit", text="Edit")
+ row = col.row()
row.itemR(ob, "time_offset_particle", text="Particle")
row.active = len(ob.particle_systems) != 0
- row = sub.row()
+ row = col.row()
row.itemR(ob, "time_offset_parent", text="Parent")
row.active = ob.parent != None
- row = sub.row()
+ row = col.row()
row.itemR(ob, "slow_parent")
row.active = ob.parent != None
- sub.itemR(ob, "time_offset", text="Offset")
-
- sub = split.column()
- sub.itemL(text="Track:")
- sub.itemR(ob, "track", text="")
- sub.itemR(ob, "track_axis", text="Axis")
- sub.itemR(ob, "up_axis", text="Up Axis")
- row = sub.row()
+ col.itemR(ob, "time_offset", text="Offset")
+
+ col = split.column()
+ col.itemL(text="Track:")
+ col.itemR(ob, "track", text="")
+ col.itemR(ob, "track_axis", text="Axis")
+ col.itemR(ob, "up_axis", text="Up Axis")
+ row = col.row()
row.itemR(ob, "track_override_parent", text="Override Parent")
row.active = ob.parent != None
diff --git a/release/ui/buttons_object_constraint.py b/release/ui/buttons_object_constraint.py
index b239a96a16a..3804ef5d409 100644
--- a/release/ui/buttons_object_constraint.py
+++ b/release/ui/buttons_object_constraint.py
@@ -8,6 +8,7 @@ class ConstraintButtonsPanel(bpy.types.Panel):
def draw_constraint(self, con):
layout = self.layout
+
box = layout.template_constraint(con)
if box:
@@ -91,23 +92,23 @@ class ConstraintButtonsPanel(bpy.types.Panel):
split = layout.split()
- sub = split.column()
- sub.itemL(text="Location:")
- sub.itemR(con, "locationx", text="X")
- sub.itemR(con, "locationy", text="Y")
- sub.itemR(con, "locationz", text="Z")
+ col = split.column()
+ col.itemL(text="Location:")
+ col.itemR(con, "locationx", text="X")
+ col.itemR(con, "locationy", text="Y")
+ col.itemR(con, "locationz", text="Z")
- sub = split.column()
- sub.itemL(text="Rotation:")
- sub.itemR(con, "rotationx", text="X")
- sub.itemR(con, "rotationy", text="Y")
- sub.itemR(con, "rotationz", text="Z")
+ col = split.column()
+ col.itemL(text="Rotation:")
+ col.itemR(con, "rotationx", text="X")
+ col.itemR(con, "rotationy", text="Y")
+ col.itemR(con, "rotationz", text="Z")
- sub = split.column()
- sub.itemL(text="Scale:")
- sub.itemR(con, "sizex", text="X")
- sub.itemR(con, "sizey", text="Y")
- sub.itemR(con, "sizez", text="Z")
+ col = split.column()
+ col.itemL(text="Scale:")
+ col.itemR(con, "sizex", text="X")
+ col.itemR(con, "sizey", text="Y")
+ col.itemR(con, "sizez", text="Z")
row = layout.row()
row.itemO("constraint.childof_set_inverse")
@@ -134,18 +135,18 @@ class ConstraintButtonsPanel(bpy.types.Panel):
if con.pole_target and con.pole_target.type == "ARMATURE":
layout.item_pointerR(con, "pole_subtarget", con.pole_target.data, "bones", text="Bone")
- col = layout.column_flow()
- col.itemR(con, "iterations")
- col.itemR(con, "pole_angle")
- col.itemR(con, "weight")
- col.itemR(con, "orient_weight")
- col.itemR(con, "chain_length")
+ flow = layout.column_flow()
+ flow.itemR(con, "iterations")
+ flow.itemR(con, "pole_angle")
+ flow.itemR(con, "weight")
+ flow.itemR(con, "orient_weight")
+ flow.itemR(con, "chain_length")
- col = layout.column_flow()
- col.itemR(con, "tail")
- col.itemR(con, "rotation")
- col.itemR(con, "targetless")
- col.itemR(con, "stretch")
+ flow = layout.column_flow()
+ flow.itemR(con, "tail")
+ flow.itemR(con, "rotation")
+ flow.itemR(con, "targetless")
+ flow.itemR(con, "stretch")
def follow_path(self, layout, con):
self.target_template(layout, con)
@@ -168,24 +169,24 @@ class ConstraintButtonsPanel(bpy.types.Panel):
col = split.column()
col.itemR(con, "use_limit_x")
- colsub = col.column()
- colsub.active = con.use_limit_x
- colsub.itemR(con, "minimum_x", text="Min")
- colsub.itemR(con, "maximum_x", text="Max")
+ sub = col.column()
+ sub.active = con.use_limit_x
+ sub.itemR(con, "minimum_x", text="Min")
+ sub.itemR(con, "maximum_x", text="Max")
col = split.column()
col.itemR(con, "use_limit_y")
- colsub = col.column()
- colsub.active = con.use_limit_y
- colsub.itemR(con, "minimum_y", text="Min")
- colsub.itemR(con, "maximum_y", text="Max")
+ sub = col.column()
+ sub.active = con.use_limit_y
+ sub.itemR(con, "minimum_y", text="Min")
+ sub.itemR(con, "maximum_y", text="Max")
col = split.column()
col.itemR(con, "use_limit_z")
- colsub = col.column()
- colsub.active = con.use_limit_z
- colsub.itemR(con, "minimum_z", text="Min")
- colsub.itemR(con, "maximum_z", text="Max")
+ sub = col.column()
+ sub.active = con.use_limit_z
+ sub.itemR(con, "minimum_z", text="Min")
+ sub.itemR(con, "maximum_z", text="Max")
row = layout.row()
row.itemR(con, "limit_transform")
@@ -200,33 +201,33 @@ class ConstraintButtonsPanel(bpy.types.Panel):
col = split.column()
col.itemR(con, "use_minimum_x")
- colsub = col.column()
- colsub.active = con.use_minimum_x
- colsub.itemR(con, "minimum_x", text="")
+ sub = col.column()
+ sub.active = con.use_minimum_x
+ sub.itemR(con, "minimum_x", text="")
col.itemR(con, "use_maximum_x")
- colsub = col.column()
- colsub.active = con.use_maximum_x
- colsub.itemR(con, "maximum_x", text="")
+ sub = col.column()
+ sub.active = con.use_maximum_x
+ sub.itemR(con, "maximum_x", text="")
col = split.column()
col.itemR(con, "use_minimum_y")
- colsub = col.column()
- colsub.active = con.use_minimum_y
- colsub.itemR(con, "minimum_y", text="")
+ sub = col.column()
+ sub.active = con.use_minimum_y
+ sub.itemR(con, "minimum_y", text="")
col.itemR(con, "use_maximum_y")
- colsub = col.column()
- colsub.active = con.use_maximum_y
- colsub.itemR(con, "maximum_y", text="")
+ sub = col.column()
+ sub.active = con.use_maximum_y
+ sub.itemR(con, "maximum_y", text="")
col = split.column()
col.itemR(con, "use_minimum_z")
- colsub = col.column()
- colsub.active = con.use_minimum_z
- colsub.itemR(con, "minimum_z", text="")
+ sub = col.column()
+ sub.active = con.use_minimum_z
+ sub.itemR(con, "minimum_z", text="")
col.itemR(con, "use_maximum_z")
- colsub = col.column()
- colsub.active = con.use_maximum_z
- colsub.itemR(con, "maximum_z", text="")
+ sub = col.column()
+ sub.active = con.use_maximum_z
+ sub.itemR(con, "maximum_z", text="")
row = layout.row()
row.itemR(con, "limit_transform")
@@ -241,33 +242,33 @@ class ConstraintButtonsPanel(bpy.types.Panel):
col = split.column()
col.itemR(con, "use_minimum_x")
- colsub = col.column()
- colsub.active = con.use_minimum_x
- colsub.itemR(con, "minimum_x", text="")
+ sub = col.column()
+ sub.active = con.use_minimum_x
+ sub.itemR(con, "minimum_x", text="")
col.itemR(con, "use_maximum_x")
- colsub = col.column()
- colsub.active = con.use_maximum_x
- colsub.itemR(con, "maximum_x", text="")
+ sub = col.column()
+ sub.active = con.use_maximum_x
+ sub.itemR(con, "maximum_x", text="")
col = split.column()
col.itemR(con, "use_minimum_y")
- colsub = col.column()
- colsub.active = con.use_minimum_y
- colsub.itemR(con, "minimum_y", text="")
+ sub = col.column()
+ sub.active = con.use_minimum_y
+ sub.itemR(con, "minimum_y", text="")
col.itemR(con, "use_maximum_y")
- colsub = col.column()
- colsub.active = con.use_maximum_y
- colsub.itemR(con, "maximum_y", text="")
+ sub = col.column()
+ sub.active = con.use_maximum_y
+ sub.itemR(con, "maximum_y", text="")
col = split.column()
col.itemR(con, "use_minimum_z")
- colsub = col.column()
- colsub.active = con.use_minimum_z
- colsub.itemR(con, "minimum_z", text="")
+ sub = col.column()
+ sub.active = con.use_minimum_z
+ sub.itemR(con, "minimum_z", text="")
col.itemR(con, "use_maximum_z")
- colsub = col.column()
- colsub.active = con.use_maximum_z
- colsub.itemR(con, "maximum_z", text="")
+ sub = col.column()
+ sub.active = con.use_maximum_z
+ sub.itemR(con, "maximum_z", text="")
row = layout.row()
row.itemR(con, "limit_transform")
@@ -284,21 +285,21 @@ class ConstraintButtonsPanel(bpy.types.Panel):
col = split.column()
col.itemR(con, "rotate_like_x", text="X")
- colsub = col.column()
- colsub.active = con.rotate_like_x
- colsub.itemR(con, "invert_x", text="Invert")
+ sub = col.column()
+ sub.active = con.rotate_like_x
+ sub.itemR(con, "invert_x", text="Invert")
col = split.column()
col.itemR(con, "rotate_like_y", text="Y")
- colsub = col.column()
- colsub.active = con.rotate_like_y
- colsub.itemR(con, "invert_y", text="Invert")
+ sub = col.column()
+ sub.active = con.rotate_like_y
+ sub.itemR(con, "invert_y", text="Invert")
col = split.column()
col.itemR(con, "rotate_like_z", text="Z")
- colsub = col.column()
- colsub.active = con.rotate_like_z
- colsub.itemR(con, "invert_z", text="Invert")
+ sub = col.column()
+ sub.active = con.rotate_like_z
+ sub.itemR(con, "invert_z", text="Invert")
layout.itemR(con, "offset")
@@ -311,21 +312,21 @@ class ConstraintButtonsPanel(bpy.types.Panel):
col = split.column()
col.itemR(con, "locate_like_x", text="X")
- colsub = col.column()
- colsub.active = con.locate_like_x
- colsub.itemR(con, "invert_x", text="Invert")
+ sub = col.column()
+ sub.active = con.locate_like_x
+ sub.itemR(con, "invert_x", text="Invert")
col = split.column()
col.itemR(con, "locate_like_y", text="Y")
- colsub = col.column()
- colsub.active = con.locate_like_y
- colsub.itemR(con, "invert_y", text="Invert")
+ sub = col.column()
+ sub.active = con.locate_like_y
+ sub.itemR(con, "invert_y", text="Invert")
col = split.column()
col.itemR(con, "locate_like_z", text="Z")
- colsub = col.column()
- colsub.active = con.locate_like_z
- colsub.itemR(con, "invert_z", text="Invert")
+ sub = col.column()
+ sub.active = con.locate_like_z
+ sub.itemR(con, "invert_z", text="Invert")
layout.itemR(con, "offset")
@@ -516,11 +517,11 @@ class OBJECT_PT_constraints(ConstraintButtonsPanel):
__context__ = "constraint"
def poll(self, context):
- return (context.object != None)
+ return (context.object)
def draw(self, context):
- ob = context.object
layout = self.layout
+ ob = context.object
row = layout.row()
row.item_menu_enumO("object.constraint_add", "type")
@@ -538,9 +539,10 @@ class BONE_PT_constraints(ConstraintButtonsPanel):
return (ob and ob.type == "ARMATURE" and context.bone)
def draw(self, context):
+ layout = self.layout
+
ob = context.object
pchan = ob.pose.pose_channels[context.bone.name]
- layout = self.layout
row = layout.row()
row.item_menu_enumO("pose.constraint_add", "type")
diff --git a/release/ui/buttons_physics_field.py b/release/ui/buttons_physics_field.py
index 180133f599e..b9c81042a13 100644
--- a/release/ui/buttons_physics_field.py
+++ b/release/ui/buttons_physics_field.py
@@ -16,6 +16,7 @@ class PHYSICS_PT_field(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
ob = context.object
field = ob.field
@@ -24,65 +25,67 @@ class PHYSICS_PT_field(PhysicButtonsPanel):
split = layout.split(percentage=0.3)
split.itemL(text="Type:")
- split.itemR(field, "type", text=""
- )
+ split.itemR(field, "type", text="")
split = layout.split()
- sub = split.column()
+ col = split.column()
if field.type == "GUIDE":
- sub = col.column()
- sub.itemR(field, "guide_path_add")
+ col.itemR(field, "guide_path_add")
+
+ elif field.type == "WIND":
+ col.itemR(field, "strength")
- if field.type == "WIND":
- sub.itemR(field, "strength")
- sub = split.column()
- sub.itemR(field, "noise")
- sub.itemR(field, "seed")
+ col = split.column()
+ col.itemR(field, "noise")
+ col.itemR(field, "seed")
-
- if field.type == "VORTEX":
- sub.itemR(field, "strength")
- sub = split.column()
- sub.itemL(text="")
+ elif field.type == "VORTEX":
+ col.itemR(field, "strength")
+
+ col = split.column()
+ col.itemL(text="")
- if field.type in ("SPHERICAL", "CHARGE", "LENNARDJ"):
- sub.itemR(field, "strength")
- sub = split.column()
- sub.itemR(field, "planar")
- sub.itemR(field, "surface")
-
- if field.type == "BOID":
- sub.itemR(field, "strength")
- sub = split.column()
- sub.itemR(field, "surface")
-
- if field.type == "MAGNET":
- sub.itemR(field, "strength")
- sub = split.column()
- sub.itemR(field, "planar")
-
- if field.type == "HARMONIC":
- sub.itemR(field, "strength")
- sub.itemR(field, "harmonic_damping", text="Damping")
- sub = split.column()
- sub.itemR(field, "surface")
- sub.itemR(field, "planar")
-
- if field.type == "TEXTURE":
- sub.itemR(field, "strength")
- sub.itemR(field, "texture", text="")
- sub.itemR(field, "texture_mode")
- sub.itemR(field, "texture_nabla")
- sub = split.column()
- sub.itemR(field, "use_coordinates")
- sub.itemR(field, "root_coordinates")
- sub.itemR(field, "force_2d")
+ elif field.type in ("SPHERICAL", "CHARGE", "LENNARDJ"):
+ col.itemR(field, "strength")
- if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "WIND", "VORTEX", "TEXTURE", "MAGNET", "BOID"):
-
+ col = split.column()
+ col.itemR(field, "planar")
+ col.itemR(field, "surface")
+
+ elif field.type == "BOID":
+ col.itemR(field, "strength")
+
+ col = split.column()
+ col.itemR(field, "surface")
+
+ elif field.type == "MAGNET":
+ col.itemR(field, "strength")
+
+ col = split.column()
+ col.itemR(field, "planar")
+
+ elif field.type == "HARMONIC":
+ col.itemR(field, "strength")
+ col.itemR(field, "harmonic_damping", text="Damping")
+ col = split.column()
+ col.itemR(field, "surface")
+ col.itemR(field, "planar")
+
+ elif field.type == "TEXTURE":
+ col.itemR(field, "strength")
+ col.itemR(field, "texture", text="")
+ col.itemR(field, "texture_mode")
+ col.itemR(field, "texture_nabla")
+
+ col = split.column()
+ col.itemR(field, "use_coordinates")
+ col.itemR(field, "root_coordinates")
+ col.itemR(field, "force_2d")
+
+ if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "WIND", "VORTEX", "TEXTURE", "MAGNET", "BOID"):
layout.itemS()
layout.itemL(text="Falloff:")
layout.itemR(field, "falloff_type", expand=True)
@@ -93,19 +96,18 @@ class PHYSICS_PT_field(PhysicButtonsPanel):
layout.itemS()
split = layout.split()
- sub = split.column()
-
- sub.itemR(field, "use_min_distance", text="Minimum")
- colsub1 = sub.column()
- colsub1.active = field.use_min_distance
- colsub1.itemR(field, "minimum_distance", text="Distance")
- sub = split.column()
+ col = split.column()
+ col.itemR(field, "use_min_distance", text="Minimum")
+ sub = col.column()
+ sub.active = field.use_min_distance
+ sub.itemR(field, "minimum_distance", text="Distance")
- sub.itemR(field, "use_max_distance", text="Maximum")
- colsub2 = sub.column()
- colsub2.active = field.use_max_distance
- colsub2.itemR(field, "maximum_distance", text="Distance")
+ col = split.column()
+ col.itemR(field, "use_max_distance", text="Maximum")
+ sub = col.column()
+ sub.active = field.use_max_distance
+ sub.itemR(field, "maximum_distance", text="Distance")
if field.falloff_type == "CONE":
layout.itemS()
@@ -113,45 +115,43 @@ class PHYSICS_PT_field(PhysicButtonsPanel):
row = layout.row()
row.itemR(field, "radial_falloff", text="Power")
- row.itemL(text="")
+ row.itemL()
split = layout.split()
- sub = split.column()
-
- sub.itemR(field, "use_radial_min", text="Minimum")
- colsub1 = sub.column()
- colsub1.active = field.use_radial_min
- colsub1.itemR(field, "radial_minimum", text="Angle")
-
- sub = split.column()
- sub.itemR(field, "use_radial_max", text="Maximum")
- colsub2 = sub.column()
- colsub2.active = field.use_radial_max
- colsub2.itemR(field, "radial_maximum", text="Angle")
+ col = split.column()
+ col.itemR(field, "use_radial_min", text="Minimum")
+ sub = col.column()
+ sub.active = field.use_radial_min
+ sub.itemR(field, "radial_minimum", text="Angle")
- if field.falloff_type == "TUBE":
+ col = split.column()
+ col.itemR(field, "use_radial_max", text="Maximum")
+ sub = col.column()
+ sub.active = field.use_radial_max
+ sub.itemR(field, "radial_maximum", text="Angle")
+ elif field.falloff_type == "TUBE":
layout.itemS()
layout.itemL(text="Radial:")
+
row = layout.row()
row.itemR(field, "radial_falloff", text="Power")
- row.itemL(text="")
+ row.itemL()
split = layout.split()
- sub = split.column()
-
- sub.itemR(field, "use_radial_min", text="Minimum")
- colsub1 = sub.column()
- colsub1.active = field.use_radial_min
- colsub1.itemR(field, "radial_minimum", text="Distance")
- sub = split.column()
+ col = split.column()
+ col.itemR(field, "use_radial_min", text="Minimum")
+ sub = col.column()
+ sub.active = field.use_radial_min
+ sub.itemR(field, "radial_minimum", text="Distance")
- sub.itemR(field, "use_radial_max", text="Maximum")
- colsub2 = sub.column()
- colsub2.active = field.use_radial_max
- colsub2.itemR(field, "radial_maximum", text="Distance")
+ col = split.column()
+ col.itemR(field, "use_radial_max", text="Maximum")
+ sub = col.column()
+ sub.active = field.use_radial_max
+ sub.itemR(field, "radial_maximum", text="Distance")
#if ob.type in "CURVE":
#if field.type == "GUIDE":
@@ -179,6 +179,7 @@ class PHYSICS_PT_collision(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
md = context.collision
settings = context.object.collision
@@ -190,25 +191,25 @@ class PHYSICS_PT_collision(PhysicButtonsPanel):
col.itemL(text="Particle:")
col.itemR(settings, "permeability", slider=True)
col.itemL(text="Particle Damping:")
- colsub = col.column(align=True)
- colsub.itemR(settings, "damping_factor", text="Factor", slider=True)
- colsub.itemR(settings, "random_damping", text="Random", slider=True)
+ sub = col.column(align=True)
+ sub.itemR(settings, "damping_factor", text="Factor", slider=True)
+ sub.itemR(settings, "random_damping", text="Random", slider=True)
col.itemL(text="Soft Body and Cloth:")
- colsub = col.column(align=True)
- colsub.itemR(settings, "outer_thickness", text="Outer", slider=True)
- colsub.itemR(settings, "inner_thickness", text="Inner", slider=True)
+ sub = col.column(align=True)
+ sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
+ sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
- col.itemL(text="Force Fields:")
+ layout.itemL(text="Force Fields:")
layout.itemR(md, "absorption", text="Absorption")
col = split.column()
col.itemL(text="")
col.itemR(settings, "kill_particles")
col.itemL(text="Particle Friction:")
- colsub = col.column(align=True)
- colsub.itemR(settings, "friction_factor", text="Factor", slider=True)
- colsub.itemR(settings, "random_friction", text="Random", slider=True)
+ sub = col.column(align=True)
+ sub.itemR(settings, "friction_factor", text="Factor", slider=True)
+ sub.itemR(settings, "random_friction", text="Random", slider=True)
col.itemL(text="Soft Body Damping:")
col.itemR(settings, "damping", text="Factor", slider=True)
diff --git a/release/ui/buttons_physics_fluid.py b/release/ui/buttons_physics_fluid.py
index 1f56c423c13..33979faa4a7 100644
--- a/release/ui/buttons_physics_fluid.py
+++ b/release/ui/buttons_physics_fluid.py
@@ -16,6 +16,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
md = context.fluid
ob = context.object
@@ -42,9 +43,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
if fluid:
-
- col = layout.column(align=True)
- col.itemR(fluid, "type")
+ layout.itemR(fluid, "type")
if fluid.type == 'DOMAIN':
layout.itemO("fluid.bake", text="BAKE")
@@ -52,56 +51,59 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Resolution:")
- colsub = col.column()
- colsub.itemR(fluid, "resolution", text="Final")
- colsub.itemL(text="Render Display:")
- colsub.itemR(fluid, "render_display_mode", text="")
+ sub = col.column()
+ sub.itemR(fluid, "resolution", text="Final")
+ sub.itemL(text="Render Display:")
+ sub.itemR(fluid, "render_display_mode", text="")
col.itemL(text="Time:")
- colsub = col.column(align=True)
- colsub.itemR(fluid, "start_time", text="Start")
- colsub.itemR(fluid, "end_time", text="End")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "start_time", text="Start")
+ sub.itemR(fluid, "end_time", text="End")
col = split.column()
- colsub = col.column()
- colsub.itemL(text="Required Memory: " + fluid.memory_estimate)
- colsub.itemR(fluid, "preview_resolution", text="Preview")
- colsub.itemL(text="Viewport Display:")
- colsub.itemR(fluid, "viewport_display_mode", text="")
- colsub = col.column()
- colsub.itemL(text="")
- colsub.itemR(fluid, "reverse_frames")
- colsub.itemR(fluid, "generate_speed_vectors")
+ col.itemL(text="Required Memory: " + fluid.memory_estimate)
+ col.itemR(fluid, "preview_resolution", text="Preview")
+ col.itemL(text="Viewport Display:")
+ col.itemR(fluid, "viewport_display_mode", text="")
+ col.itemL()
+ col.itemR(fluid, "reverse_frames")
+ col.itemR(fluid, "generate_speed_vectors")
layout.itemL(text="Path:")
layout.itemR(fluid, "path", text="")
- if fluid.type == 'FLUID':
+ elif fluid.type == 'FLUID':
split = layout.split()
+
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
+
col = split.column()
col.itemL(text="Initial Velocity:")
col.itemR(fluid, "initial_velocity", text="")
- if fluid.type == 'OBSTACLE':
+ elif fluid.type == 'OBSTACLE':
split = layout.split()
+
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
+
col = split.column()
col.itemL(text="Slip Type:")
- colsub=col.column(align=True)
- colsub.itemR(fluid, "slip_type", text="")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
- colsub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
+ sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
col.itemR(fluid, "impact_factor")
- if fluid.type == 'INFLOW':
+ elif fluid.type == 'INFLOW':
split = layout.split()
+
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
@@ -112,24 +114,26 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
col.itemL(text="Inflow Velocity:")
col.itemR(fluid, "inflow_velocity", text="")
- if fluid.type == 'OUTFLOW':
+ elif fluid.type == 'OUTFLOW':
split = layout.split()
+
col = split.column()
col.itemL(text="Volume Initialization:")
col.itemR(fluid, "volume_initialization", text="")
col.itemR(fluid, "export_animated_mesh")
- col = split.column()
- if fluid.type == 'PARTICLE':
+ split.column()
+
+ elif fluid.type == 'PARTICLE':
split = layout.split()
col = split.column()
col.itemL(text="Influence:")
- colsub = col.column(align=True)
- colsub.itemR(fluid, "particle_influence", text="Size")
- colsub.itemR(fluid, "alpha_influence", text="Alpha")
- col.itemL(text="Path:")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "particle_influence", text="Size")
+ sub.itemR(fluid, "alpha_influence", text="Alpha")
+ layout.itemL(text="Path:")
layout.itemR(fluid, "path", text="")
col = split.column()
@@ -138,7 +142,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
col.itemR(fluid, "floats")
col.itemR(fluid, "tracer")
- if fluid.type == 'CONTROL':
+ elif fluid.type == 'CONTROL':
split = layout.split()
col = split.column()
@@ -148,23 +152,23 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Time:")
- col=col.column(align=True)
- col.itemR(fluid, "start_time", text="Start")
- col.itemR(fluid, "end_time", text="End")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "start_time", text="Start")
+ sub.itemR(fluid, "end_time", text="End")
split = layout.split()
col = split.column()
col.itemL(text="Attraction Force:")
- col=col.column(align=True)
- col.itemR(fluid, "attraction_strength", text="Strength")
- col.itemR(fluid, "attraction_radius", text="Radius")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "attraction_strength", text="Strength")
+ sub.itemR(fluid, "attraction_radius", text="Radius")
col = split.column()
col.itemL(text="Velocity Force:")
- col=col.column(align=True)
- col.itemR(fluid, "velocity_strength", text="Strength")
- col.itemR(fluid, "velocity_radius", text="Radius")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "velocity_strength", text="Strength")
+ sub.itemR(fluid, "velocity_radius", text="Radius")
class PHYSICS_PT_domain_gravity(PhysicButtonsPanel):
__label__ = "Domain World"
@@ -181,6 +185,7 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
fluid = context.fluid.settings
split = layout.split()
@@ -188,26 +193,25 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Gravity:")
col.itemR(fluid, "gravity", text="")
-
col.itemL(text="Real World Size:")
col.itemR(fluid, "real_world_size", text="Metres")
col = split.column()
col.itemL(text="Viscosity Presets:")
- colsub=col.column(align=True)
- colsub.itemR(fluid, "viscosity_preset", text="")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "viscosity_preset", text="")
if fluid.viscosity_preset == 'MANUAL':
- colsub.itemR(fluid, "viscosity_base", text="Base")
- colsub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True)
+ sub.itemR(fluid, "viscosity_base", text="Base")
+ sub.itemR(fluid, "viscosity_exponent", text="Exponent", slider=True)
else:
- colsub.itemL(text="")
- colsub.itemL(text="")
+ sub.itemL()
+ sub.itemL()
col.itemL(text="Optimization:")
- col=col.column(align=True)
- col.itemR(fluid, "grid_levels", slider=True)
- col.itemR(fluid, "compressibility", slider=True)
+ sub = col.column(align=True)
+ sub.itemR(fluid, "grid_levels", slider=True)
+ sub.itemR(fluid, "compressibility", slider=True)
class PHYSICS_PT_domain_boundary(PhysicButtonsPanel):
__label__ = "Domain Boundary"
@@ -224,20 +228,23 @@ class PHYSICS_PT_domain_boundary(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
fluid = context.fluid.settings
split = layout.split()
+
col = split.column()
col.itemL(text="Slip Type:")
- col=col.column(align=True)
- col.itemR(fluid, "slip_type", text="")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
- col.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
+ sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
+
col = split.column()
col.itemL(text="Surface:")
- col=col.column(align=True)
- col.itemR(fluid, "surface_smoothing", text="Smoothing")
- col.itemR(fluid, "surface_subdivisions", text="Subdivisions")
+ sub = col.column(align=True)
+ sub.itemR(fluid, "surface_smoothing", text="Smoothing")
+ sub.itemR(fluid, "surface_subdivisions", text="Subdivisions")
class PHYSICS_PT_domain_particles(PhysicButtonsPanel):
__label__ = "Domain Particles"
@@ -254,9 +261,10 @@ class PHYSICS_PT_domain_particles(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
fluid = context.fluid.settings
- col=layout.column(align=True)
+ col = layout.column(align=True)
col.itemR(fluid, "tracer_particles")
col.itemR(fluid, "generate_particles")
diff --git a/release/ui/buttons_physics_softbody.py b/release/ui/buttons_physics_softbody.py
index c73bef18e73..80e11f92d6b 100644
--- a/release/ui/buttons_physics_softbody.py
+++ b/release/ui/buttons_physics_softbody.py
@@ -16,6 +16,7 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
+
md = context.soft_body
ob = context.object
@@ -50,22 +51,23 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel):
col.itemL(text="Simulation:")
col.itemR(softbody, "gravity")
col.itemR(softbody, "speed")
-
-
+
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
__label__ = "Soft Body Goal"
def poll(self, context):
- return (context.soft_body != None)
+ return (context.soft_body)
def draw_header(self, context):
layout = self.layout
+
softbody = context.soft_body.settings
layout.itemR(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
+
md = context.soft_body
ob = context.object
@@ -81,34 +83,35 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Goal Strengths:")
col.itemR(softbody, "goal_default", text="Default")
- subcol = col.column(align=True)
- subcol.itemR(softbody, "goal_min", text="Minimum")
- subcol.itemR(softbody, "goal_max", text="Maximum")
+ sub = col.column(align=True)
+ sub.itemR(softbody, "goal_min", text="Minimum")
+ sub.itemR(softbody, "goal_max", text="Maximum")
col = split.column()
col.itemL(text="Goal Settings:")
col.itemR(softbody, "goal_spring", text="Stiffness")
col.itemR(softbody, "goal_friction", text="Damping")
+
layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
__label__ = "Soft Body Edges"
def poll(self, context):
- return (context.soft_body != None)
+ return (context.soft_body)
def draw_header(self, context):
layout = self.layout
+
softbody = context.soft_body.settings
layout.itemR(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
+
md = context.soft_body
ob = context.object
-
- split = layout.split()
if md:
softbody = md.settings
@@ -128,14 +131,14 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
col = split.column()
col.itemR(softbody, "stiff_quads")
- subcol = col.column()
- subcol.active = softbody.stiff_quads
- subcol.itemR(softbody, "shear")
+ sub = col.column()
+ sub.active = softbody.stiff_quads
+ sub.itemR(softbody, "shear")
col.itemR(softbody, "new_aero", text="Aero")
- subcol = col.column()
- subcol.enabled = softbody.new_aero
- subcol.itemR(softbody, "aero", text="Factor")
+ sub = col.column()
+ sub.enabled = softbody.new_aero
+ sub.itemR(softbody, "aero", text="Factor")
col.itemL(text="Collision:")
col.itemR(softbody, "edge_collision", text="Edge")
@@ -145,25 +148,26 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
__label__ = "Soft Body Collision"
def poll(self, context):
- return (context.soft_body != None)
+ return (context.soft_body)
def draw_header(self, context):
layout = self.layout
+
softbody = context.soft_body.settings
layout.itemR(softbody, "self_collision", text="")
def draw(self, context):
layout = self.layout
+
md = context.soft_body
ob = context.object
-
- split = layout.split()
if md:
softbody = md.settings
layout.active = softbody.self_collision
+
layout.itemL(text="Collision Type:")
layout.itemR(softbody, "collision_type", expand=True)
@@ -177,15 +181,14 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
__label__ = "Soft Body Solver"
def poll(self, context):
- return (context.soft_body != None)
+ return (context.soft_body)
def draw(self, context):
layout = self.layout
+
md = context.soft_body
ob = context.object
-
- split = layout.split()
-
+
if md:
softbody = md.settings
@@ -200,7 +203,6 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
col = split.column()
col.itemR(softbody, "error_limit")
-
col.itemL(text="Helpers:")
col.itemR(softbody, "choke")
col.itemR(softbody, "fuzzy")
diff --git a/release/ui/buttons_scene.py b/release/ui/buttons_scene.py
index e952f19796a..9e0d6c12e17 100644
--- a/release/ui/buttons_scene.py
+++ b/release/ui/buttons_scene.py
@@ -14,8 +14,10 @@ class RenderButtonsPanel(bpy.types.Panel):
class SCENE_PT_render(RenderButtonsPanel):
__label__ = "Render"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
+
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
row = layout.row()
@@ -31,6 +33,7 @@ class SCENE_PT_layers(RenderButtonsPanel):
def draw(self, context):
layout = self.layout
+
scene = context.scene
rd = scene.render_data
@@ -44,6 +47,7 @@ class SCENE_PT_layers(RenderButtonsPanel):
rl = rd.layers[rd.active_layer_index]
split = layout.split()
+
col = split.column()
col.itemR(scene, "visible_layers", text="Scene")
col = split.column()
@@ -54,6 +58,7 @@ class SCENE_PT_layers(RenderButtonsPanel):
layout.itemS()
layout.itemL(text="Include:")
+
split = layout.split()
col = split.column()
@@ -81,6 +86,7 @@ class SCENE_PT_layers(RenderButtonsPanel):
layout.itemS()
split = layout.split()
+
col = split.column()
col.itemL(text="Passes:")
col.itemR(rl, "pass_combined")
@@ -117,6 +123,7 @@ class SCENE_PT_shading(RenderButtonsPanel):
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
split = layout.split()
@@ -139,6 +146,7 @@ class SCENE_PT_performance(RenderButtonsPanel):
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
split = layout.split()
@@ -146,16 +154,14 @@ class SCENE_PT_performance(RenderButtonsPanel):
col = split.column(align=True)
col.itemL(text="Threads:")
col.row().itemR(rd, "threads_mode", expand=True)
- colsub = col.column()
- colsub.enabled = rd.threads_mode == 'THREADS_FIXED'
- colsub.itemR(rd, "threads")
+ sub = col.column()
+ sub.enabled = rd.threads_mode == 'THREADS_FIXED'
+ sub.itemR(rd, "threads")
- col = split.column()
-
- sub = col.column(align=True)
- sub.itemL(text="Tiles:")
- sub.itemR(rd, "parts_x", text="X")
- sub.itemR(rd, "parts_y", text="Y")
+ col = split.column(align=True)
+ col.itemL(text="Tiles:")
+ col.itemR(rd, "parts_x", text="X")
+ col.itemR(rd, "parts_y", text="Y")
split = layout.split()
@@ -166,15 +172,14 @@ class SCENE_PT_performance(RenderButtonsPanel):
row.enabled = not rd.full_sample
col = split.column()
+ col.active = rd.use_compositing
col.itemL()
col.itemR(rd, "free_image_textures")
- col.active = rd.use_compositing
row = layout.row()
row.active = rd.render_raytracing
row.itemR(rd, "octree_resolution", text="Ray Tracing Octree")
-
class SCENE_PT_post_processing(RenderButtonsPanel):
__label__ = "Post Processing"
__default_closed__ = True
@@ -182,6 +187,7 @@ class SCENE_PT_post_processing(RenderButtonsPanel):
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
split = layout.split()
@@ -193,12 +199,12 @@ class SCENE_PT_post_processing(RenderButtonsPanel):
col = split.column()
row = col.row()
row.itemR(rd, "fields", text="Fields")
- rowsub = row.row()
- rowsub.active = rd.fields
- rowsub.itemR(rd, "fields_still", text="Still")
- rowsub = col.row()
- rowsub.active = rd.fields
- rowsub.itemR(rd, "field_order", expand=True)
+ sub = row.row()
+ sub.active = rd.fields
+ sub.itemR(rd, "fields_still", text="Still")
+ sub = col.row()
+ sub.active = rd.fields
+ sub.itemR(rd, "field_order", expand=True)
split = layout.split()
split.itemL()
@@ -210,6 +216,7 @@ class SCENE_PT_output(RenderButtonsPanel):
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
layout.itemR(rd, "output_path", text="")
@@ -230,6 +237,7 @@ class SCENE_PT_output(RenderButtonsPanel):
elif rd.file_format == 'OPENEXR':
split = layout.split()
+
col = split.column()
col.itemR(rd, "exr_codec")
@@ -277,9 +285,11 @@ class SCENE_PT_encoding(RenderButtonsPanel):
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
split = layout.split()
+
split.itemR(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
split.itemR(rd, "ffmpeg_codec")
@@ -320,12 +330,14 @@ class SCENE_PT_antialiasing(RenderButtonsPanel):
def draw_header(self, context):
layout = self.layout
+
rd = context.scene.render_data
layout.itemR(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
layout.active = rd.antialiasing
@@ -385,13 +397,15 @@ class SCENE_PT_stamp(RenderButtonsPanel):
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
+ layout = self.layout
+
rd = context.scene.render_data
- layout = self.layout
layout.itemR(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
+
rd = context.scene.render_data
layout.active = rd.render_stamp
@@ -408,17 +422,17 @@ class SCENE_PT_stamp(RenderButtonsPanel):
col.itemR(rd, "stamp_marker", text="Marker")
col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip")
- sub = split.column()
- sub.active = rd.render_stamp
- sub.itemR(rd, "stamp_foreground", slider=True)
- sub.itemR(rd, "stamp_background", slider=True)
- sub.itemR(rd, "stamp_font_size", text="Font Size")
+ col = split.column()
+ col.active = rd.render_stamp
+ col.itemR(rd, "stamp_foreground", slider=True)
+ col.itemR(rd, "stamp_background", slider=True)
+ col.itemR(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.itemR(rd, "stamp_note", text="Note")
- rowsub = row.row()
- rowsub.active = rd.stamp_note
- rowsub.itemR(rd, "stamp_note_text", text="")
+ sub = row.row()
+ sub.active = rd.stamp_note
+ sub.itemR(rd, "stamp_note_text", text="")
bpy.types.register(SCENE_PT_render)
bpy.types.register(SCENE_PT_layers)
@@ -430,4 +444,3 @@ bpy.types.register(SCENE_PT_encoding)
bpy.types.register(SCENE_PT_performance)
bpy.types.register(SCENE_PT_post_processing)
bpy.types.register(SCENE_PT_stamp)
-