diff options
author | Yevgeny Makarov <jenkm> | 2019-10-01 21:26:41 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2019-10-01 21:29:33 +0300 |
commit | 6348ca9da0ff066d9175e290caabf98a12f4f345 (patch) | |
tree | e79beb0c19b6d4b7790519779f903333f641773c /release | |
parent | 32d778a773aebf3778f0601b4f211d125ed15a60 (diff) |
UI: tweak layout of boid brain panel
Differential Revision: https://developer.blender.org/D5684
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_particle.py | 97 |
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): |