blender/release/scripts/startup/bl_ui/properties_physics_softbody.py
Sergey Sharybin 0eda51f2ea Fixing issues with i18n stuff:
- 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.
2011-09-15 13:20:18 +00:00

268 lines
8.0 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 blf import gettext as _
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
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 == 'MESH') and (not rd.use_game_engine)
# i really hate touching things i do not understand completely .. but i think this should read (bjornmose)
return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (not rd.use_game_engine) and (context.soft_body)
class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
bl_label = "Soft Body"
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
if md:
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")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Cache"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.soft_body
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'}
@classmethod
def poll(cls, context):
return context.soft_body
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'}
@classmethod
def poll(cls, context):
return context.soft_body
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'}
@classmethod
def poll(cls, context):
return context.soft_body
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.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'}
@classmethod
def poll(cls, context):
return context.soft_body
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'}
@classmethod
def poll(cls, context):
return (context.soft_body)
def draw(self, context):
md = context.soft_body
softbody = md.settings
effector_weights_ui(self, context, softbody.effector_weights)
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)