blender/release/scripts/startup/bl_ui/properties_physics_common.py
Bastien Montagne 43f4f807d9 Fix physics' name not translated in main physics panel (reported on bf-translations ML).
This also revealed another bug, as you could not explicitely set default context to text_ctxt UI func parameter (None is not accpeted by RNA string props), so I had to change default context from py POV to "*" instead of None.

Anyway, that physics UI translation remains weak, as the trick used here (helper func) prevents message extractor script to directly find them. Currently it works because specified labels are also defined elsewhere, but it would be nice to have some kind of "translation markers" in py code too (similar to our N_/CTX_N_ C macros, unfortunately python does not have preprocessing ;) )...
2013-02-13 11:52:01 +00:00

318 lines
10 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
i18n_default_ctxt = bpy.app.translations.contexts.default
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.object) and (not rd.use_game_engine)
def physics_add(self, layout, md, name, type, typeicon, toggles):
sub = layout.row(align=True)
if md:
sub.context_pointer_set("modifier", md)
sub.operator("object.modifier_remove", text=name, text_ctxt=i18n_default_ctxt, icon='X')
if(toggles):
sub.prop(md, "show_render", text="")
sub.prop(md, "show_viewport", text="")
else:
sub.operator("object.modifier_add", text=name, text_ctxt=i18n_default_ctxt, icon=typeicon).type = type
def physics_add_special(self, layout, data, name, addop, removeop, typeicon):
sub = layout.row(align=True)
if data:
sub.operator(removeop, text=name, text_ctxt=i18n_default_ctxt, icon='X')
else:
sub.operator(addop, text=name, text_ctxt=i18n_default_ctxt, icon=typeicon)
class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
ob = context.object
layout = self.layout
layout.label("Enable physics for:")
split = layout.split()
col = split.column()
if(context.object.field.type == 'NONE'):
col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
else:
col.operator("object.forcefield_toggle", text="Force Field", icon='X')
if(ob.type == 'MESH'):
physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
col = split.column()
if(ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE'):
physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
if(ob.type == 'MESH'):
physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
if(ob.type == 'MESH'):
physics_add_special(self, col, ob.rigid_body, "Rigid Body",
"rigidbody.object_add",
"rigidbody.object_remove",
'MESH_ICOSPHERE') # XXX: need dedicated icon
# all types of objects can have rigid body constraint
physics_add_special(self, col, ob.rigid_body_constraint, "Rigid Body Constraint",
"rigidbody.constraint_add",
"rigidbody.constraint_remove",
'CONSTRAINT') # RB_TODO needs better icon
# cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc
def point_cache_ui(self, context, cache, enabled, cachetype):
layout = self.layout
layout.context_pointer_set("point_cache", cache)
if not cachetype == 'RIGID_BODY':
row = layout.row()
row.template_list("UI_UL_list", "", cache, "point_caches", cache.point_caches, "active_index", rows=2)
col = row.column(align=True)
col.operator("ptcache.add", icon='ZOOMIN', text="")
col.operator("ptcache.remove", icon='ZOOMOUT', text="")
row = layout.row()
if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
row.prop(cache, "use_external")
if cachetype == 'SMOKE':
row.prop(cache, "use_library_path", "Use Lib Path")
if cache.use_external:
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="File Name:")
if cache.use_external:
col.label(text="File Path:")
col = split.column()
sub = col.split(percentage=0.70, align=True)
sub.prop(cache, "name", text="")
sub.prop(cache, "index", text="")
col.prop(cache, "filepath", text="")
cache_info = cache.info
if cache_info:
layout.label(text=cache_info)
else:
if cachetype in {'SMOKE', 'DYNAMIC_PAINT'}:
if not bpy.data.is_saved:
layout.label(text="Cache is disabled until the file is saved")
layout.enabled = False
if cache.use_disk_cache:
layout.prop(cache, "name", text="File Name")
else:
layout.prop(cache, "name", text="Cache Name")
if not cache.use_external or cachetype == 'SMOKE':
row = layout.row(align=True)
if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
row.enabled = enabled
row.prop(cache, "frame_start")
row.prop(cache, "frame_end")
if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
row.prop(cache, "frame_step")
if cachetype != 'SMOKE':
layout.label(text=cache.info)
if cachetype not in {'SMOKE', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
split = layout.split()
split.enabled = enabled and bpy.data.is_saved
col = split.column()
col.prop(cache, "use_disk_cache")
col = split.column()
col.active = cache.use_disk_cache
col.prop(cache, "use_library_path", "Use Lib Path")
row = layout.row()
row.enabled = enabled and bpy.data.is_saved
row.active = cache.use_disk_cache
row.label(text="Compression:")
row.prop(cache, "compression", expand=True)
layout.separator()
split = layout.split()
col = split.column()
if cache.is_baked is True:
col.operator("ptcache.free_bake", text="Free Bake")
else:
col.operator("ptcache.bake", text="Bake").bake = True
sub = col.row()
sub.enabled = (cache.frames_skipped or cache.is_outdated) and enabled
sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
sub = col.column()
sub.enabled = enabled
sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
col = split.column()
col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
col.operator("ptcache.free_bake_all", text="Free All Bakes")
col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
def effector_weights_ui(self, context, weights, weight_type):
layout = self.layout
layout.prop(weights, "group")
split = layout.split()
split.prop(weights, "gravity", slider=True)
split.prop(weights, "all", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(weights, "force", slider=True)
col.prop(weights, "vortex", slider=True)
col.prop(weights, "magnetic", slider=True)
col.prop(weights, "wind", slider=True)
col.prop(weights, "curve_guide", slider=True)
col.prop(weights, "texture", slider=True)
if weight_type != 'SMOKE':
col.prop(weights, "smokeflow", slider=True)
col = split.column()
col.prop(weights, "harmonic", slider=True)
col.prop(weights, "charge", slider=True)
col.prop(weights, "lennardjones", slider=True)
col.prop(weights, "turbulence", slider=True)
col.prop(weights, "drag", slider=True)
col.prop(weights, "boid", slider=True)
def basic_force_field_settings_ui(self, context, field):
layout = self.layout
split = layout.split()
if not field or field.type == 'NONE':
return
col = split.column()
if field.type == 'DRAG':
col.prop(field, "linear_drag", text="Linear")
else:
col.prop(field, "strength")
if field.type == 'TURBULENCE':
col.prop(field, "size")
col.prop(field, "flow")
elif field.type == 'HARMONIC':
col.prop(field, "harmonic_damping", text="Damping")
col.prop(field, "rest_length")
elif field.type == 'VORTEX' and field.shape != 'POINT':
col.prop(field, "inflow")
elif field.type == 'DRAG':
col.prop(field, "quadratic_drag", text="Quadratic")
else:
col.prop(field, "flow")
col = split.column()
sub = col.column(align=True)
sub.prop(field, "noise")
sub.prop(field, "seed")
if field.type == 'TURBULENCE':
col.prop(field, "use_global_coords", text="Global")
elif field.type == 'HARMONIC':
col.prop(field, "use_multiple_springs")
split = layout.split()
col = split.column()
col.label(text="Effect point:")
col.prop(field, "apply_to_location")
col.prop(field, "apply_to_rotation")
col = split.column()
col.label(text="Collision:")
col.prop(field, "use_absorption")
def basic_force_field_falloff_ui(self, context, field):
layout = self.layout
split = layout.split(percentage=0.35)
if not field or field.type == 'NONE':
return
col = split.column()
col.prop(field, "z_direction", text="")
col = split.column()
col.prop(field, "falloff_power", text="Power")
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop(field, "use_min_distance", text="")
sub = row.row()
sub.active = field.use_min_distance
sub.prop(field, "distance_min", text="Minimum")
col = split.column()
row = col.row(align=True)
row.prop(field, "use_max_distance", text="")
sub = row.row()
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="Maximum")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)