2.5 Physic Buttons:

Patch by nudelZ. Thanks.
* Some layout and code cleanup.
* Made Collision Panel use Modifier Layout with Add/remove Operator.
This commit is contained in:
Thomas Dinges 2009-08-15 14:16:50 +00:00
parent 9236f92dab
commit efc4624e8a
3 changed files with 89 additions and 66 deletions

@ -16,6 +16,7 @@ class PHYSICS_PT_cloth(PhysicButtonsPanel):
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
@ -41,27 +42,29 @@ class PHYSICS_PT_cloth(PhysicButtonsPanel):
split = layout.split()
col = split.column()
col.itemR(cloth, "quality", slider=True)
col.itemL(text="Quality:")
col.itemR(cloth, "quality", text="Steps",slider=True)
col.itemL(text="Gravity:")
col.itemR(cloth, "gravity", text="")
col.itemR(cloth, "pin_cloth", text="Pin")
colsub = col.column(align=True)
colsub.active = cloth.pin_cloth
colsub.itemR(cloth, "pin_stiffness", text="Stiffness")
colsub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
sub = col.column(align=True)
sub.active = cloth.pin_cloth
sub.itemR(cloth, "pin_stiffness", text="Stiffness")
sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Presets...")
col.itemL(text="TODO!")
col.itemL(text="Material:")
colsub = col.column(align=True)
colsub.itemR(cloth, "mass")
colsub.itemR(cloth, "structural_stiffness", text="Structural")
colsub.itemR(cloth, "bending_stiffness", text="Bending")
sub = col.column(align=True)
sub.itemR(cloth, "mass")
sub.itemR(cloth, "structural_stiffness", text="Structural")
sub.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
colsub = col.column(align=True)
colsub.itemR(cloth, "spring_damping", text="Spring")
colsub.itemR(cloth, "air_damping", text="Air")
sub = col.column(align=True)
sub.itemR(cloth, "spring_damping", text="Spring")
sub.itemR(cloth, "air_damping", text="Air")
# Disabled for now
"""
@ -150,14 +153,14 @@ class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
layout.active = cloth.enable_collision
col = split.column(align=True)
col = split.column()
col.itemR(cloth, "collision_quality", slider=True, text="Quality")
col.itemR(cloth, "min_distance", slider=True, text="Distance")
col.itemR(cloth, "friction")
col = split.column(align=True)
col = split.column()
col.itemR(cloth, "enable_self_collision", text="Self Collision")
col = col.column(align=True)
col = col.column()
col.active = cloth.enable_self_collision
col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
@ -186,15 +189,15 @@ class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Structural Stiffness:")
colsub = col.column(align=True)
colsub.itemR(cloth, "structural_stiffness_max", text="Max")
colsub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
sub = col.column(align=True)
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Bending Stiffness:")
colsub = col.column(align=True)
colsub.itemR(cloth, "bending_stiffness_max", text="Max")
colsub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
sub = col.column(align=True)
sub.itemR(cloth, "bending_stiffness_max", text="Max")
sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
bpy.types.register(PHYSICS_PT_cloth)
bpy.types.register(PHYSICS_PT_cloth_cache)

@ -165,46 +165,66 @@ class PHYSICS_PT_collision(PhysicButtonsPanel):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
def draw_header(self, context):
settings = context.object.collision
self.layout.itemR(settings, "enabled", text="")
def draw(self, context):
layout = self.layout
md = context.collision
settings = context.object.collision
layout.active = settings.enabled
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
col = split.column()
#row = split.row(align=True)
#row.itemR(md, "render", text="")
#row.itemR(md, "realtime", text="")
coll = md.settings
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
split.itemL()
coll = None
col = split.column()
col.itemL(text="Particle:")
col.itemR(settings, "permeability", slider=True)
col.itemL(text="Particle Damping:")
sub = col.column(align=True)
sub.itemR(settings, "damping_factor", text="Factor", slider=True)
sub.itemR(settings, "random_damping", text="Random", slider=True)
if coll:
settings = context.object.collision
layout.active = settings.enabled
col.itemL(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
split = layout.split()
layout.itemL(text="Force Fields:")
layout.itemR(md, "absorption", text="Absorption")
col = split.column()
col.itemL(text="Particle:")
col.itemR(settings, "permeability", slider=True)
col.itemL(text="Particle Damping:")
sub = col.column(align=True)
sub.itemR(settings, "damping_factor", text="Factor", slider=True)
sub.itemR(settings, "random_damping", text="Random", slider=True)
col = split.column()
col.itemL(text="")
col.itemR(settings, "kill_particles")
col.itemL(text="Particle Friction:")
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)
col.itemL(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
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:")
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)
bpy.types.register(PHYSICS_PT_field)
bpy.types.register(PHYSICS_PT_collision)

@ -51,10 +51,9 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Resolution:")
sub = col.column()
sub.itemR(fluid, "resolution", text="Final")
sub.itemL(text="Render Display:")
sub.itemR(fluid, "render_display_mode", text="")
col.itemR(fluid, "resolution", text="Final")
col.itemL(text="Render Display:")
col.itemR(fluid, "render_display_mode", text="")
col.itemL(text="Time:")
sub = col.column(align=True)
sub.itemR(fluid, "start_time", text="Start")
@ -66,8 +65,8 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
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")
col.itemR(fluid, "reverse_frames")
layout.itemR(fluid, "path", text="")
@ -93,12 +92,12 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
col = split.column()
col.itemL(text="Slip Type:")
sub = col.column(align=True)
sub.itemR(fluid, "slip_type", text="")
col.itemR(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
col.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
col.itemR(fluid, "impact_factor")
col.itemL(text="Impact:")
col.itemR(fluid, "impact_factor", text="Factor")
elif fluid.type == 'INFLOW':
split = layout.split()
@ -124,22 +123,23 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel):
split.column()
elif fluid.type == 'PARTICLE':
split = layout.split()
split = layout.split(percentage=0.5)
col = split.column()
col.itemL(text="Influence:")
sub = col.column(align=True)
sub.itemR(fluid, "particle_influence", text="Size")
sub.itemR(fluid, "alpha_influence", text="Alpha")
layout.itemR(fluid, "path", text="")
col.itemR(fluid, "particle_influence", text="Size")
col.itemR(fluid, "alpha_influence", text="Alpha")
col = split.column()
col.itemL(text="Type:")
col.itemR(fluid, "drops")
col.itemR(fluid, "floats")
col = split.column()
col.itemL()
col.itemR(fluid, "tracer")
layout.itemR(fluid, "path", text="")
elif fluid.type == 'CONTROL':
split = layout.split()