blender/release/scripts/ui/properties_physics_softbody.py
Jens Ole Wund ed930c4818 enable basic soft body object options for
soft body aware objects as there are lattices and curves
since this is foreign terrain for me .. please check
2010-03-13 22:53:03 +00:00

310 lines
9.0 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
narrowui = 180
from properties_physics_common import point_cache_ui
from properties_physics_common import effector_weights_ui
def softbody_panel_enabled(md):
return (md.point_cache.baked is False)
class PhysicButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
def poll(self, 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)
class PHYSICS_PT_softbody(PhysicButtonsPanel):
bl_label = "Soft Body"
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
wide_ui = context.region.width > narrowui
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.operator("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.prop(md, "render", text="")
row.prop(md, "realtime", text="")
else:
# add modifier
split.operator("object.modifier_add", text="Add").type = 'SOFT_BODY'
if wide_ui:
split.column()
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_object(softbody, "mass_vertex_group", ob, "vertex_groups", text="Mass:")
if wide_ui:
col = split.column()
col.label(text="Simulation:")
col.prop(softbody, "speed")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
bl_label = "Soft Body Cache"
bl_default_closed = True
def poll(self, 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), 0, 0)
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
bl_label = "Soft Body Goal"
bl_default_closed = True
def poll(self, 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
wide_ui = context.region.width > narrowui
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")
if wide_ui:
col = split.column()
col.label(text="Goal Settings:")
col.prop(softbody, "goal_spring", text="Stiffness")
col.prop(softbody, "goal_friction", text="Damping")
layout.prop_object(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
bl_label = "Soft Body Edges"
bl_default_closed = True
def poll(self, 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
wide_ui = context.region.width > narrowui
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, "damp")
col.prop(softbody, "plastic")
col.prop(softbody, "bending")
col.prop(softbody, "spring_length", text="Length")
col.prop_object(softbody, "spring_vertex_group", ob, "vertex_groups", text="Springs:")
if wide_ui:
col = split.column()
col.prop(softbody, "stiff_quads")
sub = col.column()
sub.active = softbody.stiff_quads
sub.prop(softbody, "shear")
col.prop(softbody, "new_aero", text="Aero")
sub = col.column()
sub.enabled = softbody.new_aero
sub.prop(softbody, "aero", text="Factor")
col.label(text="Collision:")
col.prop(softbody, "edge_collision", text="Edge")
col.prop(softbody, "face_collision", text="Face")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
bl_label = "Soft Body Collision"
bl_default_closed = True
def poll(self, 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, "self_collision", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
wide_ui = context.region.width > narrowui
layout.active = softbody.self_collision and softbody_panel_enabled(md)
layout.label(text="Collision Type:")
if wide_ui:
layout.prop(softbody, "collision_type", expand=True)
else:
layout.prop(softbody, "collision_type", text="")
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):
bl_label = "Soft Body Solver"
bl_default_closed = True
def poll(self, context):
return context.soft_body
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
wide_ui = context.region.width > narrowui
layout.active = softbody_panel_enabled(md)
# Solver
split = layout.split()
col = split.column(align=True)
col.label(text="Step Size:")
col.prop(softbody, "minstep")
col.prop(softbody, "maxstep")
col.prop(softbody, "auto_step", text="Auto-Step")
if wide_ui:
col = split.column()
col.prop(softbody, "error_limit")
col.label(text="Helpers:")
col.prop(softbody, "choke")
col.prop(softbody, "fuzzy")
layout.label(text="Diagnostics:")
layout.prop(softbody, "diagnose")
layout.prop(softbody, "estimate_matrix")
class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel):
bl_label = "Soft Body Field Weights"
bl_default_closed = True
def poll(self, context):
return (context.soft_body)
def draw(self, context):
md = context.soft_body
softbody = md.settings
effector_weights_ui(self, context, softbody.effector_weights)
classes = [
PHYSICS_PT_softbody,
PHYSICS_PT_softbody_cache,
PHYSICS_PT_softbody_goal,
PHYSICS_PT_softbody_edge,
PHYSICS_PT_softbody_collision,
PHYSICS_PT_softbody_solver,
PHYSICS_PT_softbody_field_weights]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()