blender/release/scripts/startup/bl_ui/properties_physics_field.py
2011-11-11 03:28:46 +00:00

225 lines
7.3 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from .properties_physics_common import (
basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.object) and (not rd.use_game_engine)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (not rd.use_game_engine) and (ob.field) and (ob.field.type != 'NONE')
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
split = layout.split(percentage=0.2)
split.label(text="Type:")
split.prop(field, "type", text="")
if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
split = layout.split(percentage=0.2)
split.label(text="Shape:")
split.prop(field, "shape", text="")
elif field.type == 'TEXTURE':
split = layout.split(percentage=0.2)
split.label(text="Texture:")
split.row().template_ID(field, "texture", new="texture.new")
split = layout.split()
if field.type == 'NONE':
return # nothing to draw
elif field.type == 'GUIDE':
col = split.column()
col.prop(field, "guide_minimum")
col.prop(field, "guide_free")
col.prop(field, "falloff_power")
col.prop(field, "use_guide_path_add")
col.prop(field, "use_guide_path_weight")
col = split.column()
col.label(text="Clumping:")
col.prop(field, "guide_clump_amount")
col.prop(field, "guide_clump_shape")
row = layout.row()
row.prop(field, "use_max_distance")
sub = row.row()
sub.active = field.use_max_distance
sub.prop(field, "distance_max")
layout.separator()
layout.prop(field, "guide_kink_type")
if (field.guide_kink_type != 'NONE'):
layout.prop(field, "guide_kink_axis")
split = layout.split()
col = split.column()
col.prop(field, "guide_kink_frequency")
col.prop(field, "guide_kink_shape")
col = split.column()
col.prop(field, "guide_kink_amplitude")
elif field.type == 'TEXTURE':
col = split.column()
col.prop(field, "strength")
col.prop(field, "texture_mode", text="")
col.prop(field, "texture_nabla")
col = split.column()
col.prop(field, "use_object_coords")
col.prop(field, "use_root_coords")
col.prop(field, "use_2d_force")
else:
basic_force_field_settings_ui(self, context, field)
if field.type not in {'NONE', 'GUIDE'}:
layout.label(text="Falloff:")
layout.prop(field, "falloff_type", expand=True)
basic_force_field_falloff_ui(self, context, field)
if field.falloff_type == 'CONE':
layout.separator()
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="Angular:")
col.prop(field, "use_radial_min", text="Use Minimum")
col.prop(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.prop(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Angle")
elif field.falloff_type == 'TUBE':
layout.separator()
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="Radial:")
col.prop(field, "use_radial_min", text="Use Minimum")
col.prop(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.prop(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Distance")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Distance")
class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
bl_label = "Collision"
#bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.collision)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
coll = md.settings
if coll:
settings = context.object.collision
layout.active = settings.use
split = layout.split()
col = split.column()
col.label(text="Particle:")
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickness")
col.prop(settings, "use_particle_kill")
col.label(text="Particle Damping:")
sub = col.column(align=True)
sub.prop(settings, "damping_factor", text="Factor", slider=True)
sub.prop(settings, "damping_random", text="Random", slider=True)
col.label(text="Particle Friction:")
sub = col.column(align=True)
sub.prop(settings, "friction_factor", text="Factor", slider=True)
sub.prop(settings, "friction_random", text="Random", slider=True)
col = split.column()
col.label(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.prop(settings, "thickness_outer", text="Outer", slider=True)
sub.prop(settings, "thickness_inner", text="Inner", slider=True)
col.label(text="Soft Body Damping:")
col.prop(settings, "damping", text="Factor", slider=True)
col.label(text="Force Fields:")
col.prop(settings, "absorption", text="Absorption")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)