24deeee09e
Accessing data through RNA should never implicitely create it. Objects' and particles' forcefields and collision settings were doing this. Note that UI code also had to be tweaked to properly handle `None` (NULL) cases. Differential Revision: https://developer.blender.org/D11341
378 lines
12 KiB
Python
378 lines
12 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import (
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Panel,
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)
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from bpy.app.translations import contexts as i18n_contexts
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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return (context.object) and context.engine in cls.COMPAT_ENGINES
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def physics_add(layout, md, name, type, typeicon, toggles):
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row = layout.row(align=True)
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if md:
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row.operator(
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"object.modifier_remove",
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text=name,
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text_ctxt=i18n_contexts.default,
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icon='X',
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).modifier = md.name
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if toggles:
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row.prop(md, "show_viewport", text="")
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row.prop(md, "show_render", text="")
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return row
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else:
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row.operator(
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"object.modifier_add",
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text=name,
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text_ctxt=i18n_contexts.default,
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icon=typeicon,
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).type = type
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def physics_add_special(layout, data, name, addop, removeop, typeicon):
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row = layout.row(align=True)
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if data:
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row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X')
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else:
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row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon)
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class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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obj = context.object
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col = flow.column()
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if not obj.field or obj.field.type == 'NONE':
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col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
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else:
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col.operator("object.forcefield_toggle", text="Force Field", icon='X')
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if obj.type == 'MESH':
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row = physics_add(col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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if row and obj.collision:
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row.prop(obj.collision, "use", text="", icon='HIDE_OFF' if obj.collision.use else 'HIDE_ON')
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physics_add(col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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physics_add(col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
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col = flow.column()
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if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}:
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physics_add(col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if obj.type == 'MESH':
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physics_add(col, context.fluid, "Fluid", 'FLUID', 'MOD_FLUIDSIM', True)
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physics_add_special(
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col, obj.rigid_body, "Rigid Body",
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"rigidbody.object_add",
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"rigidbody.object_remove",
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'RIGID_BODY'
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)
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# all types of objects can have rigid body constraint.
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physics_add_special(
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col, obj.rigid_body_constraint, "Rigid Body Constraint",
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"rigidbody.constraint_add",
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"rigidbody.constraint_remove",
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'RIGID_BODY_CONSTRAINT'
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)
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# cache-type can be 'PSYS' 'HAIR' 'FLUID' etc.
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def point_cache_ui(self, cache, enabled, cachetype):
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layout = self.layout
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layout.use_property_split = True
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layout.context_pointer_set("point_cache", cache)
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is_saved = bpy.data.is_saved
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is_liboverride = cache.id_data.override_library is not None
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# NOTE: TODO temporarily used until the animate properties are properly skipped.
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layout.use_property_decorate = False # No animation (remove this later on).
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if not cachetype == 'RIGID_BODY':
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row = layout.row()
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row.template_list(
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"UI_UL_list", "point_caches", cache, "point_caches",
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cache.point_caches, "active_index", rows=1,
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)
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col = row.column(align=True)
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col.operator("ptcache.add", icon='ADD', text="")
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col.operator("ptcache.remove", icon='REMOVE', text="")
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if cachetype in {'PSYS', 'HAIR', 'FLUID'}:
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col = layout.column()
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if cachetype == 'FLUID':
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col.prop(cache, "use_library_path", text="Use Library Path")
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col.prop(cache, "use_external")
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if cache.use_external:
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col = layout.column()
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col.prop(cache, "index", text="Index")
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col.prop(cache, "filepath", text="Path")
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cache_info = cache.info
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if cache_info:
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col = layout.column()
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col.alignment = 'RIGHT'
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col.label(text=cache_info)
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else:
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if cachetype in {'FLUID', 'DYNAMIC_PAINT'}:
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if not is_saved:
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text="Cache is disabled until the file is saved")
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layout.enabled = False
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if not cache.use_external or cachetype == 'FLUID':
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col = layout.column(align=True)
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if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
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col.enabled = enabled
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col.prop(cache, "frame_start", text="Simulation Start")
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col.prop(cache, "frame_end")
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if cachetype not in {'FLUID', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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col.prop(cache, "frame_step")
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cache_info = cache.info
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if cachetype != 'FLUID' and cache_info: # avoid empty space.
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text=cache_info)
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can_bake = True
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if cachetype not in {'FLUID', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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if not is_saved:
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text="Options are disabled until the file is saved")
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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flow.enabled = enabled and is_saved
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col = flow.column(align=True)
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col.prop(cache, "use_disk_cache")
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subcol = col.column()
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subcol.active = cache.use_disk_cache
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subcol.prop(cache, "use_library_path", text="Use Library Path")
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col = flow.column()
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col.active = cache.use_disk_cache
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col.prop(cache, "compression", text="Compression")
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if cache.id_data.library and not cache.use_disk_cache:
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can_bake = False
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.separator()
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col.label(text="Linked object baking requires Disk Cache to be enabled")
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else:
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layout.separator()
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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col = flow.column()
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col.active = can_bake
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if is_liboverride and not cache.use_disk_cache:
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col.operator("ptcache.bake", icon='ERROR', text="Bake (Disk Cache mandatory)")
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elif cache.is_baked is True:
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col.operator("ptcache.free_bake", text="Delete Bake")
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else:
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col.operator("ptcache.bake", text="Bake").bake = True
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sub = col.row()
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sub.enabled = enabled
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sub.operator("ptcache.bake", text="Calculate to Frame").bake = False
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sub = col.column()
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sub.enabled = enabled
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sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
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col = flow.column()
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col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
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col.operator("ptcache.free_bake_all", text="Delete All Bakes")
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col.operator("ptcache.bake_all", text="Update All to Frame").bake = False
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def effector_weights_ui(self, weights, weight_type):
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layout = self.layout
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layout.use_property_split = True
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# NOTE: TODO temporarily used until the animate properties are properly skipped.
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layout.use_property_decorate = False # No animation (remove this later on).
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layout.prop(weights, "collection")
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(weights, "gravity", slider=True)
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col.prop(weights, "all", slider=True)
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col.prop(weights, "force", slider=True)
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col.prop(weights, "vortex", slider=True)
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col = flow.column()
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col.prop(weights, "magnetic", slider=True)
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col.prop(weights, "harmonic", slider=True)
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col.prop(weights, "charge", slider=True)
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col.prop(weights, "lennardjones", slider=True)
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col = flow.column()
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col.prop(weights, "wind", slider=True)
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col.prop(weights, "curve_guide", slider=True)
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col.prop(weights, "texture", slider=True)
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if weight_type != 'FLUID':
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col.prop(weights, "smokeflow", slider=True)
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col = flow.column()
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col.prop(weights, "turbulence", slider=True)
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col.prop(weights, "drag", slider=True)
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col.prop(weights, "boid", slider=True)
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def basic_force_field_settings_ui(self, field):
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layout = self.layout
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layout.use_property_split = True
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if not field or field.type == 'NONE':
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return
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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if field.type == 'DRAG':
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col.prop(field, "linear_drag", text="Linear")
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else:
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col.prop(field, "strength")
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if field.type == 'TURBULENCE':
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col.prop(field, "size")
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col.prop(field, "flow")
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elif field.type == 'HARMONIC':
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col.prop(field, "harmonic_damping", text="Damping")
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col.prop(field, "rest_length")
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elif field.type == 'VORTEX' and field.shape != 'POINT':
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col.prop(field, "inflow")
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elif field.type == 'DRAG':
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col.prop(field, "quadratic_drag", text="Quadratic")
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else:
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col.prop(field, "flow")
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sub = col.column(heading="Affect")
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sub.prop(field, "apply_to_location", text="Location")
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sub.prop(field, "apply_to_rotation", text="Rotation")
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col = flow.column()
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sub = col.column(align=True)
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sub.prop(field, "noise", text="Noise Amount")
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sub.prop(field, "seed", text="Seed")
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if field.type == 'TURBULENCE':
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col.prop(field, "use_global_coords", text="Global")
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elif field.type == 'HARMONIC':
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col.prop(field, "use_multiple_springs")
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if field.type == 'FORCE':
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col.prop(field, "use_gravity_falloff", text="Gravitation")
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col.prop(field, "use_absorption")
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col.prop(field, "wind_factor")
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def basic_force_field_falloff_ui(self, 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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col = layout.column()
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col.prop(field, "z_direction")
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col.prop(field, "falloff_power", text="Power")
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col = layout.column(align=False, heading="Min Distance")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(field, "use_min_distance", text="")
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sub = sub.row(align=True)
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="")
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row.prop_decorator(field, "distance_min")
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col = layout.column(align=False, heading="Max Distance")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(field, "use_max_distance", text="")
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sub = sub.row(align=True)
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text="")
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row.prop_decorator(field, "distance_max")
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classes = (
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PHYSICS_PT_add,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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