blender/release/scripts/ui/properties_physics_field.py

223 lines
7.4 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from properties_physics_common import basic_force_field_settings_ui
from properties_physics_common import basic_force_field_falloff_ui
class PhysicButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
def poll(self, context):
rd = context.scene.render_data
return (context.object) and (not rd.use_game_engine)
class PHYSICS_PT_field(PhysicButtonsPanel):
bl_label = "Force Fields"
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
split = layout.split(percentage=0.2)
split.itemL(text="Type:")
split.itemR(field, "type", text="")
if field.type not in ('NONE', 'GUIDE', 'TEXTURE'):
split = layout.split(percentage=0.2)
#split = layout.row()
split.itemL(text="Shape:")
split.itemR(field, "shape", text="")
split = layout.split()
if field.type == 'NONE':
return # nothing to draw
elif field.type == 'GUIDE':
col = split.column()
col.itemR(field, "guide_minimum")
col.itemR(field, "guide_free")
col.itemR(field, "falloff_power")
col.itemR(field, "guide_path_add")
col = split.column()
col.itemL(text="Clumping:")
col.itemR(field, "guide_clump_amount")
col.itemR(field, "guide_clump_shape")
row = layout.row()
row.itemR(field, "use_max_distance")
sub = row.row()
sub.active = field.use_max_distance
sub.itemR(field, "maximum_distance")
layout.itemS()
layout.itemR(field, "guide_kink_type")
if (field.guide_kink_type != "NONE"):
layout.itemR(field, "guide_kink_axis")
flow = layout.column_flow()
flow.itemR(field, "guide_kink_frequency")
flow.itemR(field, "guide_kink_shape")
flow.itemR(field, "guide_kink_amplitude")
elif field.type == 'TEXTURE':
col = split.column()
col.itemR(field, "strength")
col.itemR(field, "texture", text="")
col.itemR(field, "texture_mode", text="")
col.itemR(field, "texture_nabla")
col = split.column()
col.itemR(field, "use_coordinates")
col.itemR(field, "root_coordinates")
col.itemR(field, "force_2d")
else:
basic_force_field_settings_ui(self, field)
if field.type not in ('NONE', 'GUIDE'):
layout.itemL(text="Falloff:")
layout.itemR(field, "falloff_type", expand=True)
basic_force_field_falloff_ui(self, field)
if field.falloff_type == 'CONE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Angular:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Angle")
elif field.falloff_type == 'TUBE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Radial:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Distance")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Distance")
class PHYSICS_PT_collision(PhysicButtonsPanel):
bl_label = "Collision"
#bl_default_closed = True
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
md = context.collision
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
if coll:
settings = context.object.collision
layout.active = settings.enabled
split = layout.split()
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.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(settings, "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)