Cleanup: whitespace
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b998ccefee
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@ -240,7 +240,6 @@ def effector_weights_ui(self, context, weights, weight_type):
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def basic_force_field_settings_ui(self, context, field):
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layout = self.layout
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if not field or field.type == 'NONE':
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return
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@ -282,6 +281,7 @@ def basic_force_field_settings_ui(self, context, field):
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col.label(text="Collision")
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, context, field):
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layout = self.layout
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@ -193,6 +193,7 @@ class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
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col = layout.column()
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col.prop(settings, "absorption", text="Force Field Absorption")
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class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
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bl_label = "Particle"
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bl_parent_id = "PHYSICS_PT_collision"
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@ -267,7 +268,6 @@ class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
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col.prop(settings, "thickness_inner", text="Inner", slider=True)
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classes = (
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PHYSICS_PT_field,
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PHYSICS_PT_field_falloff,
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@ -49,7 +49,7 @@ const vec2 jit[9] = vec2[9](
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#define TRIA_VEC_RANGE BIT_RANGE(6)
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const vec2 triavec[43] = vec2[43](
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/* ROUNDBOX_TRIA_ARROWS */
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/* ROUNDBOX_TRIA_ARROWS */
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vec2(-0.170000, 0.400000), vec2(-0.050000, 0.520000), vec2( 0.250000, 0.000000), vec2( 0.470000, -0.000000), vec2(-0.170000, -0.400000), vec2(-0.050000, -0.520000),
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vec2( 0.170000, 0.400000), vec2( 0.050000, 0.520000), vec2(-0.250000, 0.000000), vec2(-0.470000, -0.000000), vec2( 0.170000, -0.400000), vec2( 0.050000, -0.520000),
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@ -64,17 +64,16 @@ const vec2 triavec[43] = vec2[43](
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vec2(0.382684, -0.923879), vec2(-0.382683, -0.923880),
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vec2(0.000000, -1.000000),
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/* ROUNDBOX_TRIA_MENU - menu arrows */
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vec2(-0.66, 0.08), vec2(-0.56, 0.20), vec2(-0.2, -0.39),
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vec2(-0.2, -0.18), vec2(0.26, 0.08), vec2(0.15, 0.20),
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/* ROUNDBOX_TRIA_MENU - menu arrows */
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vec2(-0.66, 0.08), vec2(-0.56, 0.20), vec2(-0.2, -0.39),
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vec2(-0.2, -0.18), vec2(0.26, 0.08), vec2(0.15, 0.20),
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/* ROUNDBOX_TRIA_CHECK - check mark */
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vec2(-0.67000, 0.020000), vec2(-0.500000, 0.190000), vec2(-0.130000, -0.520000),
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vec2(-0.130000, -0.170000), vec2(0.720000, 0.430000), vec2(0.530000, 0.590000),
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/* ROUNDBOX_TRIA_HOLD_ACTION_ARROW - hold action arrows */
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/* ROUNDBOX_TRIA_HOLD_ACTION_ARROW - hold action arrows */
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#define OY (-0.2 / 2)
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#define SC (0.35 * 2)
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// vec2(-0.5 + SC, 1.0 + OY), vec2( 0.5, 1.0 + OY), vec2( 0.5, 0.0 + OY + SC),
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