forked from bartvdbraak/blender
0eda51f2ea
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
268 lines
8.0 KiB
Python
268 lines
8.0 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 Panel
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from blf import gettext as _
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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def softbody_panel_enabled(md):
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return (md.point_cache.is_baked is False)
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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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ob = context.object
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rd = context.scene.render
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# return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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# i really hate touching things i do not understand completely .. but i think this should read (bjornmose)
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return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (not rd.use_game_engine) and (context.soft_body)
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class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body"
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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ob = context.object
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if md:
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softbody = md.settings
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# General
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split = layout.split()
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split.enabled = softbody_panel_enabled(md)
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col = split.column()
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col.label(text=_("Object:"))
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col.prop(softbody, "friction")
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col.prop(softbody, "mass")
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col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text=_("Mass:"))
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col = split.column()
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col.label(text=_("Simulation:"))
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col.prop(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Cache"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.soft_body
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def draw(self, context):
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md = context.soft_body
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point_cache_ui(self, context, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
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class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Goal"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.soft_body
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_goal", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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split = layout.split()
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# Goal
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split = layout.split()
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col = split.column()
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col.label(text=_("Goal Strengths:"))
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col.prop(softbody, "goal_default", text=_("Default"))
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sub = col.column(align=True)
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sub.prop(softbody, "goal_min", text=_("Minimum"))
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sub.prop(softbody, "goal_max", text=_("Maximum"))
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col = split.column()
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col.label(text=_("Goal Settings:"))
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col.prop(softbody, "goal_spring", text=_("Stiffness"))
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col.prop(softbody, "goal_friction", text=_("Damping"))
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layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text=_("Vertex Group"))
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Edges"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.soft_body
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_edges", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_edges and softbody_panel_enabled(md)
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split = layout.split()
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col = split.column()
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col.label(text=_("Springs:"))
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col.prop(softbody, "pull")
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col.prop(softbody, "push")
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col.prop(softbody, "damping")
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col.prop(softbody, "plastic")
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col.prop(softbody, "bend")
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col.prop(softbody, "spring_length", text=_("Length"))
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col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text=_("Springs:"))
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col = split.column()
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col.prop(softbody, "use_stiff_quads")
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sub = col.column()
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sub.active = softbody.use_stiff_quads
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sub.prop(softbody, "shear")
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col.label(text=_("Aerodynamics:"))
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col.row().prop(softbody, "aerodynamics_type", expand=True)
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col.prop(softbody, "aero", text=_("Factor"))
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#sub = col.column()
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#sub.enabled = softbody.aero > 0
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col.label(text=_("Collision:"))
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col.prop(softbody, "use_edge_collision", text=_("Edge"))
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col.prop(softbody, "use_face_collision", text=_("Face"))
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Self Collision"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.soft_body
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_self_collision", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
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layout.label(text=_("Collision Ball Size Calculation:"))
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layout.prop(softbody, "collision_type", expand=True)
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col = layout.column(align=True)
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col.label(text=_("Ball:"))
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col.prop(softbody, "ball_size", text=_("Size"))
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col.prop(softbody, "ball_stiff", text=_("Stiffness"))
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col.prop(softbody, "ball_damp", text=_("Dampening"))
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class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Solver"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.soft_body
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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# Solver
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split = layout.split()
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col = split.column(align=True)
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col.label(text=_("Step Size:"))
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col.prop(softbody, "step_min")
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col.prop(softbody, "step_max")
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col.prop(softbody, "use_auto_step", text=_("Auto-Step"))
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col = split.column()
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col.prop(softbody, "error_threshold")
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col.label(text=_("Helpers:"))
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col.prop(softbody, "choke")
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col.prop(softbody, "fuzzy")
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layout.label(text=_("Diagnostics:"))
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layout.prop(softbody, "use_diagnose")
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layout.prop(softbody, "use_estimate_matrix")
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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.soft_body)
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def draw(self, context):
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md = context.soft_body
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softbody = md.settings
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effector_weights_ui(self, context, softbody.effector_weights)
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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