2.5 Physic Buttons:
Patch by nudelZ. Thanks. * Some layout and code cleanup. * Made Collision Panel use Modifier Layout with Add/remove Operator.
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@ -16,6 +16,7 @@ class PHYSICS_PT_cloth(PhysicButtonsPanel):
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def draw(self, context):
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layout = self.layout
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md = context.cloth
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ob = context.object
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@ -41,27 +42,29 @@ class PHYSICS_PT_cloth(PhysicButtonsPanel):
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split = layout.split()
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col = split.column()
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col.itemR(cloth, "quality", slider=True)
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col.itemL(text="Quality:")
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col.itemR(cloth, "quality", text="Steps",slider=True)
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col.itemL(text="Gravity:")
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col.itemR(cloth, "gravity", text="")
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col.itemR(cloth, "pin_cloth", text="Pin")
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colsub = col.column(align=True)
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colsub.active = cloth.pin_cloth
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colsub.itemR(cloth, "pin_stiffness", text="Stiffness")
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colsub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
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sub = col.column(align=True)
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sub.active = cloth.pin_cloth
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sub.itemR(cloth, "pin_stiffness", text="Stiffness")
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sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
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col = split.column()
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col.itemL(text="Presets...")
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col.itemL(text="TODO!")
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col.itemL(text="Material:")
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colsub = col.column(align=True)
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colsub.itemR(cloth, "mass")
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colsub.itemR(cloth, "structural_stiffness", text="Structural")
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colsub.itemR(cloth, "bending_stiffness", text="Bending")
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sub = col.column(align=True)
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sub.itemR(cloth, "mass")
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sub.itemR(cloth, "structural_stiffness", text="Structural")
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sub.itemR(cloth, "bending_stiffness", text="Bending")
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col.itemL(text="Damping:")
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colsub = col.column(align=True)
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colsub.itemR(cloth, "spring_damping", text="Spring")
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colsub.itemR(cloth, "air_damping", text="Air")
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sub = col.column(align=True)
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sub.itemR(cloth, "spring_damping", text="Spring")
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sub.itemR(cloth, "air_damping", text="Air")
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# Disabled for now
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"""
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@ -150,14 +153,14 @@ class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
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layout.active = cloth.enable_collision
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col = split.column(align=True)
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col = split.column()
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col.itemR(cloth, "collision_quality", slider=True, text="Quality")
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col.itemR(cloth, "min_distance", slider=True, text="Distance")
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col.itemR(cloth, "friction")
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col = split.column(align=True)
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col = split.column()
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col.itemR(cloth, "enable_self_collision", text="Self Collision")
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col = col.column(align=True)
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col = col.column()
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col.active = cloth.enable_self_collision
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col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
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col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
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@ -186,15 +189,15 @@ class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
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col = split.column()
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col.itemL(text="Structural Stiffness:")
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colsub = col.column(align=True)
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colsub.itemR(cloth, "structural_stiffness_max", text="Max")
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colsub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
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sub = col.column(align=True)
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sub.itemR(cloth, "structural_stiffness_max", text="Max")
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sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
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col = split.column()
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col.itemL(text="Bending Stiffness:")
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colsub = col.column(align=True)
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colsub.itemR(cloth, "bending_stiffness_max", text="Max")
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colsub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
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sub = col.column(align=True)
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sub.itemR(cloth, "bending_stiffness_max", text="Max")
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sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
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bpy.types.register(PHYSICS_PT_cloth)
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bpy.types.register(PHYSICS_PT_cloth_cache)
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@ -165,46 +165,66 @@ class PHYSICS_PT_collision(PhysicButtonsPanel):
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ob = context.object
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rd = context.scene.render_data
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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def draw_header(self, context):
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settings = context.object.collision
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self.layout.itemR(settings, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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md = context.collision
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settings = context.object.collision
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layout.active = settings.enabled
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split = layout.split()
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split.operator_context = 'EXEC_DEFAULT'
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if md:
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# remove modifier + settings
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split.set_context_pointer("modifier", md)
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split.itemO("object.modifier_remove", text="Remove")
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col = split.column()
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#row = split.row(align=True)
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#row.itemR(md, "render", text="")
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#row.itemR(md, "realtime", text="")
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coll = md.settings
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else:
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# add modifier
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split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
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split.itemL()
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coll = None
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col = split.column()
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col.itemL(text="Particle:")
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col.itemR(settings, "permeability", slider=True)
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col.itemL(text="Particle Damping:")
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sub = col.column(align=True)
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sub.itemR(settings, "damping_factor", text="Factor", slider=True)
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sub.itemR(settings, "random_damping", text="Random", slider=True)
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if coll:
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settings = context.object.collision
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layout.active = settings.enabled
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col.itemL(text="Soft Body and Cloth:")
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sub = col.column(align=True)
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sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
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sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
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split = layout.split()
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layout.itemL(text="Force Fields:")
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layout.itemR(md, "absorption", text="Absorption")
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col = split.column()
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col.itemL(text="Particle:")
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col.itemR(settings, "permeability", slider=True)
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col.itemL(text="Particle Damping:")
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sub = col.column(align=True)
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sub.itemR(settings, "damping_factor", text="Factor", slider=True)
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sub.itemR(settings, "random_damping", text="Random", slider=True)
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col = split.column()
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col.itemL(text="")
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col.itemR(settings, "kill_particles")
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col.itemL(text="Particle Friction:")
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sub = col.column(align=True)
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sub.itemR(settings, "friction_factor", text="Factor", slider=True)
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sub.itemR(settings, "random_friction", text="Random", slider=True)
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col.itemL(text="Soft Body Damping:")
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col.itemR(settings, "damping", text="Factor", slider=True)
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col.itemL(text="Soft Body and Cloth:")
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sub = col.column(align=True)
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sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
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sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
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layout.itemL(text="Force Fields:")
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layout.itemR(md, "absorption", text="Absorption")
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col = split.column()
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col.itemL(text="")
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col.itemR(settings, "kill_particles")
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col.itemL(text="Particle Friction:")
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sub = col.column(align=True)
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sub.itemR(settings, "friction_factor", text="Factor", slider=True)
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sub.itemR(settings, "random_friction", text="Random", slider=True)
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col.itemL(text="Soft Body Damping:")
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col.itemR(settings, "damping", text="Factor", slider=True)
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bpy.types.register(PHYSICS_PT_field)
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bpy.types.register(PHYSICS_PT_collision)
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@ -51,10 +51,9 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
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col = split.column()
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col.itemL(text="Resolution:")
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sub = col.column()
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sub.itemR(fluid, "resolution", text="Final")
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sub.itemL(text="Render Display:")
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sub.itemR(fluid, "render_display_mode", text="")
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col.itemR(fluid, "resolution", text="Final")
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col.itemL(text="Render Display:")
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col.itemR(fluid, "render_display_mode", text="")
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col.itemL(text="Time:")
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sub = col.column(align=True)
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sub.itemR(fluid, "start_time", text="Start")
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@ -66,8 +65,8 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
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col.itemL(text="Viewport Display:")
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col.itemR(fluid, "viewport_display_mode", text="")
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col.itemL()
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col.itemR(fluid, "reverse_frames")
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col.itemR(fluid, "generate_speed_vectors")
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col.itemR(fluid, "reverse_frames")
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layout.itemR(fluid, "path", text="")
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@ -93,12 +92,12 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
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col = split.column()
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col.itemL(text="Slip Type:")
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sub = col.column(align=True)
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sub.itemR(fluid, "slip_type", text="")
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col.itemR(fluid, "slip_type", text="")
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if fluid.slip_type == 'PARTIALSLIP':
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sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
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col.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
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col.itemR(fluid, "impact_factor")
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col.itemL(text="Impact:")
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col.itemR(fluid, "impact_factor", text="Factor")
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elif fluid.type == 'INFLOW':
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split = layout.split()
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@ -124,22 +123,23 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
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split.column()
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elif fluid.type == 'PARTICLE':
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split = layout.split()
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split = layout.split(percentage=0.5)
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col = split.column()
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col.itemL(text="Influence:")
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sub = col.column(align=True)
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sub.itemR(fluid, "particle_influence", text="Size")
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sub.itemR(fluid, "alpha_influence", text="Alpha")
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layout.itemR(fluid, "path", text="")
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col.itemR(fluid, "particle_influence", text="Size")
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col.itemR(fluid, "alpha_influence", text="Alpha")
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col = split.column()
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col.itemL(text="Type:")
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col.itemR(fluid, "drops")
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col.itemR(fluid, "floats")
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col = split.column()
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col.itemL()
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col.itemR(fluid, "tracer")
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layout.itemR(fluid, "path", text="")
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elif fluid.type == 'CONTROL':
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split = layout.split()
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