blender/scripts/startup/bl_ui/properties_physics_field.py

495 lines
14 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import (
Panel,
)
from bl_ui.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"
@staticmethod
def poll_force_field(context):
ob = context.object
return (ob and (ob.field) and (ob.field.type != 'NONE'))
@staticmethod
def poll_collision(context):
ob = context.object
return (ob and ob.type == 'MESH') and (context.collision)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "type")
class PHYSICS_PT_field_settings(PhysicButtonsPanel, Panel):
bl_label = "Settings"
bl_parent_id = "PHYSICS_PT_field"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
layout.prop(field, "shape", text="Shape")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if field.type == 'NONE':
return # nothing to draw.
elif field.type == 'GUIDE':
col = flow.column()
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.separator()
col = flow.column()
col.prop(field, "guide_clump_amount", text="Clumping Amount")
col.prop(field, "guide_clump_shape")
col.separator()
col.prop(field, "guide_minimum", text="Min Distance")
col = layout.column(align=False, heading="Max Distance")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(field, "use_max_distance", text="")
sub = sub.row(align=True)
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="")
row.prop_decorator(field, "distance_max")
elif field.type == 'TEXTURE':
col = flow.column()
col.prop(field, "texture_mode")
col.separator()
col.prop(field, "strength")
sub = col.column(heading="Affect")
sub.prop(field, "apply_to_location", text="Location")
col = flow.column()
col.prop(field, "texture_nabla")
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'FLUID_FLOW':
col = flow.column()
col.prop(field, "strength")
col.prop(field, "flow")
sub = col.column(heading="Affect")
sub.prop(field, "apply_to_location", text="Location")
sub.prop(field, "apply_to_rotation", text="Rotation")
col = flow.column()
col.prop(field, "source_object")
col.prop(field, "use_smoke_density")
else:
del flow
basic_force_field_settings_ui(self, field)
class PHYSICS_PT_field_settings_kink(PhysicButtonsPanel, Panel):
bl_label = "Kink"
bl_parent_id = "PHYSICS_PT_field_settings"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'GUIDE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "guide_kink_type", text="Type")
if field.guide_kink_type != 'NONE':
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(field, "guide_kink_axis")
col.prop(field, "guide_kink_frequency")
col = flow.column()
col.prop(field, "guide_kink_shape")
col.prop(field, "guide_kink_amplitude")
class PHYSICS_PT_field_settings_texture_select(PhysicButtonsPanel, Panel):
bl_label = "Texture"
bl_parent_id = "PHYSICS_PT_field_settings"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'TEXTURE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
layout.row().template_ID(field, "texture", new="texture.new")
class PHYSICS_PT_field_falloff(PhysicButtonsPanel, Panel):
bl_label = "Falloff"
bl_parent_id = "PHYSICS_PT_field"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type not in {'NONE', 'GUIDE'}) and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "falloff_type", text="Shape")
basic_force_field_falloff_ui(self, field)
class PHYSICS_PT_field_falloff_angular(PhysicButtonsPanel, Panel):
bl_label = "Angular"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'CONE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Min Angle")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Angle")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Max Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Angle")
class PHYSICS_PT_field_falloff_radial(PhysicButtonsPanel, Panel):
bl_label = "Radial"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'TUBE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Minimum")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Distance")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Maximum")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Distance")
def collision_warning(layout):
row = layout.row(align=True)
row.alignment = 'RIGHT'
row.label(text="No collision settings available")
class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
bl_label = "Collision"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = layout.column()
col.prop(settings, "absorption", text="Field Absorption")
class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
bl_label = "Particle"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
md = context.collision
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickiness")
col.prop(settings, "use_particle_kill")
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "damping_factor", text="Damping", slider=True)
sub.prop(settings, "damping_random", text="Randomize", slider=True)
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "friction_factor", text="Friction", slider=True)
sub.prop(settings, "friction_random", text="Randomize", slider=True)
class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
bl_label = "Softbody & Cloth"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "damping", text="Damping", slider=True)
col = flow.column()
col.prop(settings, "thickness_outer", text="Thickness Outer", slider=True)
col = flow.column()
col.prop(settings, "thickness_inner", text="Inner", slider=True)
col = flow.column()
col.prop(settings, "cloth_friction")
col = flow.column()
col.prop(settings, "use_culling")
col = flow.column()
col.prop(settings, "use_normal")
classes = (
PHYSICS_PT_field,
PHYSICS_PT_field_settings,
PHYSICS_PT_field_settings_kink,
PHYSICS_PT_field_settings_texture_select,
PHYSICS_PT_field_falloff,
PHYSICS_PT_field_falloff_angular,
PHYSICS_PT_field_falloff_radial,
PHYSICS_PT_collision,
PHYSICS_PT_collision_particle,
PHYSICS_PT_collision_softbody,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)