blender/release/scripts/startup/bl_ui/properties_physics_softbody.py
2017-10-21 12:41:42 +11:00

265 lines
7.8 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 (
point_cache_ui,
effector_weights_ui,
)
COMPAT_OB_TYPES = {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}
def softbody_panel_enabled(md):
return (md.point_cache.is_baked is False)
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return ob and ob.type in COMPAT_OB_TYPES and rd.engine in cls.COMPAT_ENGINES and context.soft_body
class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
bl_label = "Soft Body"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
softbody = md.settings
# General
split = layout.split()
split.enabled = softbody_panel_enabled(md)
col = split.column()
col.label(text="Object:")
col.prop(softbody, "friction")
col.prop(softbody, "mass")
col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
col = split.column()
col.label(text="Simulation:")
col.prop(softbody, "speed")
layout.prop(softbody, "collision_group")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Cache"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
md = context.soft_body
point_cache_ui(self, context, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Goal"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_goal and softbody_panel_enabled(md)
split = layout.split()
# Goal
split = layout.split()
col = split.column()
col.label(text="Goal Strengths:")
col.prop(softbody, "goal_default", text="Default")
sub = col.column(align=True)
sub.prop(softbody, "goal_min", text="Minimum")
sub.prop(softbody, "goal_max", text="Maximum")
col = split.column()
col.label(text="Goal Settings:")
col.prop(softbody, "goal_spring", text="Stiffness")
col.prop(softbody, "goal_friction", text="Damping")
layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Edges"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_edges and softbody_panel_enabled(md)
split = layout.split()
col = split.column()
col.label(text="Springs:")
col.prop(softbody, "pull")
col.prop(softbody, "push")
col.prop(softbody, "damping")
col.prop(softbody, "plastic")
col.prop(softbody, "bend")
col.prop(softbody, "spring_length", text="Length")
col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
col = split.column()
col.prop(softbody, "use_stiff_quads")
sub = col.column()
sub.active = softbody.use_stiff_quads
sub.prop(softbody, "shear")
col.label(text="Aerodynamics:")
col.row().prop(softbody, "aerodynamics_type", expand=True)
col.prop(softbody, "aero", text="Factor")
#sub = col.column()
#sub.enabled = softbody.aero > 0
col.label(text="Collision:")
col.prop(softbody, "use_edge_collision", text="Edge")
col.prop(softbody, "use_face_collision", text="Face")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Self Collision"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_self_collision", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
layout.label(text="Collision Ball Size Calculation:")
layout.row().prop(softbody, "collision_type", expand=True)
col = layout.column(align=True)
col.label(text="Ball:")
col.prop(softbody, "ball_size", text="Size")
col.prop(softbody, "ball_stiff", text="Stiffness")
col.prop(softbody, "ball_damp", text="Dampening")
class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Solver"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
layout.active = softbody_panel_enabled(md)
# Solver
split = layout.split()
col = split.column(align=True)
col.label(text="Step Size:")
col.prop(softbody, "step_min")
col.prop(softbody, "step_max")
col.prop(softbody, "use_auto_step", text="Auto-Step")
col = split.column()
col.prop(softbody, "error_threshold")
col.label(text="Helpers:")
col.prop(softbody, "choke")
col.prop(softbody, "fuzzy")
layout.label(text="Diagnostics:")
layout.prop(softbody, "use_diagnose")
layout.prop(softbody, "use_estimate_matrix")
class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Field Weights"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
md = context.soft_body
softbody = md.settings
effector_weights_ui(self, context, softbody.effector_weights, 'SOFTBODY')
classes = (
PHYSICS_PT_softbody,
PHYSICS_PT_softbody_cache,
PHYSICS_PT_softbody_goal,
PHYSICS_PT_softbody_edge,
PHYSICS_PT_softbody_collision,
PHYSICS_PT_softbody_solver,
PHYSICS_PT_softbody_field_weights,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)