Minor adjustments to game physics. Moved some of the name changes into RNA and moved...
[blender.git] / release / ui / buttons_game.py
index fbf1ff825348676f62430dbf7795b3302c9d6ca8..b662254f1bbd95f8ef02109b2c53c877035f31b2 100644 (file)
@@ -35,8 +35,8 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
                        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, "material_physics")
+                       col.itemR(game, "rotate_from_normal")
                        col.itemR(game, "no_sleeping")
                        
                        layout.itemS()
@@ -50,12 +50,15 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
                        sub.itemR(game, "radius")
                        sub.itemR(game, "form_factor")
                        
-                       col.itemS()
+                       col = split.column()
+                       sub = col.column()
+                       sub.active = (game.physics_type == 'RIGID_BODY')
+                       sub.itemR(game, "anisotropic_friction")
+                       subsub = sub.column()
+                       subsub.active = game.anisotropic_friction
+                       subsub.itemR(game, "friction_coefficients", text="", slider=True)
                        
-                       col.itemL(text="Damping:")
-                       sub = col.column(align=True)
-                       sub.itemR(game, "damping", text="Translation", slider=True)
-                       sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
+                       split = layout.split()
                        
                        col = split.column()
                        col.itemL(text="Velocity:")
@@ -63,14 +66,11 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
                        sub.itemR(game, "minimum_velocity", text="Minimum")
                        sub.itemR(game, "maximum_velocity", text="Maximum")
                        
-                       col.itemS()
-                       
-                       sub = col.column()
-                       sub.active = (game.physics_type == 'RIGID_BODY')
-                       sub.itemR(game, "anisotropic_friction")
-                       subsub = sub.column()
-                       subsub.active = game.anisotropic_friction
-                       subsub.itemR(game, "friction_coefficients", text="", slider=True)
+                       col = split.column()
+                       col.itemL(text="Damping:")
+                       sub = col.column(align=True)
+                       sub.itemR(game, "damping", text="Translation", slider=True)
+                       sub.itemR(game, "rotation_damping", text="Rotation", slider=True)
                        
                        layout.itemS()
                        
@@ -119,10 +119,10 @@ class PHYSICS_PT_game_physics(PhysicsButtonsPanel):
                        col.itemS()
                        
                        col.itemL(text="Cluster Collision:")
-                       col.itemR(soft, "enable_rs_collision", text="Rigid to Soft Body")
-                       col.itemR(soft, "enable_ss_collision", text="Soft to Soft Body")
+                       col.itemR(soft, "cluster_rigid_to_softbody")
+                       col.itemR(soft, "cluster_soft_to_softbody")
                        sub  = col.column()
-                       sub.active = (soft.enable_rs_collision or soft.enable_ss_collision)
+                       sub.active = (soft.cluster_rigid_to_softbody or soft.cluster_soft_to_softbody)
                        sub.itemR(soft, "cluster_iterations", text="Iterations")
                
                elif game.physics_type == 'STATIC':