forked from bartvdbraak/blender
ed930c4818
soft body aware objects as there are lattices and curves since this is foreign terrain for me .. please check
310 lines
9.0 KiB
Python
310 lines
9.0 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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narrowui = 180
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from properties_physics_common import point_cache_ui
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from properties_physics_common import effector_weights_ui
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def softbody_panel_enabled(md):
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return (md.point_cache.baked is False)
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class PhysicButtonsPanel(bpy.types.Panel):
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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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def poll(self, 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)
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class PHYSICS_PT_softbody(PhysicButtonsPanel):
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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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wide_ui = context.region.width > narrowui
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split = layout.split()
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split.operator_context = 'EXEC_DEFAULT'
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if md:
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# remove modifier + settings
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split.set_context_pointer("modifier", md)
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split.operator("object.modifier_remove", text="Remove")
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row = split.row(align=True)
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row.prop(md, "render", text="")
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row.prop(md, "realtime", text="")
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else:
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# add modifier
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split.operator("object.modifier_add", text="Add").type = 'SOFT_BODY'
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if wide_ui:
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split.column()
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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_object(softbody, "mass_vertex_group", ob, "vertex_groups", text="Mass:")
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if wide_ui:
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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):
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bl_label = "Soft Body Cache"
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bl_default_closed = True
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def poll(self, 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), 0, 0)
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class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
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bl_label = "Soft Body Goal"
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bl_default_closed = True
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def poll(self, 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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wide_ui = context.region.width > narrowui
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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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if wide_ui:
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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_object(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
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bl_label = "Soft Body Edges"
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bl_default_closed = True
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def poll(self, 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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wide_ui = context.region.width > narrowui
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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, "damp")
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col.prop(softbody, "plastic")
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col.prop(softbody, "bending")
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col.prop(softbody, "spring_length", text="Length")
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col.prop_object(softbody, "spring_vertex_group", ob, "vertex_groups", text="Springs:")
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if wide_ui:
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col = split.column()
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col.prop(softbody, "stiff_quads")
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sub = col.column()
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sub.active = softbody.stiff_quads
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sub.prop(softbody, "shear")
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col.prop(softbody, "new_aero", text="Aero")
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sub = col.column()
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sub.enabled = softbody.new_aero
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sub.prop(softbody, "aero", text="Factor")
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col.label(text="Collision:")
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col.prop(softbody, "edge_collision", text="Edge")
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col.prop(softbody, "face_collision", text="Face")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
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bl_label = "Soft Body Collision"
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bl_default_closed = True
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def poll(self, 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, "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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wide_ui = context.region.width > narrowui
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layout.active = softbody.self_collision and softbody_panel_enabled(md)
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layout.label(text="Collision Type:")
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if wide_ui:
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layout.prop(softbody, "collision_type", expand=True)
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else:
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layout.prop(softbody, "collision_type", text="")
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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):
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bl_label = "Soft Body Solver"
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bl_default_closed = True
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def poll(self, 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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wide_ui = context.region.width > narrowui
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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, "minstep")
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col.prop(softbody, "maxstep")
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col.prop(softbody, "auto_step", text="Auto-Step")
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if wide_ui:
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col = split.column()
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col.prop(softbody, "error_limit")
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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, "diagnose")
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layout.prop(softbody, "estimate_matrix")
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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel):
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bl_label = "Soft Body Field Weights"
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bl_default_closed = True
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def poll(self, 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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classes = [
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PHYSICS_PT_softbody,
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PHYSICS_PT_softbody_cache,
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PHYSICS_PT_softbody_goal,
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PHYSICS_PT_softbody_edge,
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PHYSICS_PT_softbody_collision,
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PHYSICS_PT_softbody_solver,
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PHYSICS_PT_softbody_field_weights]
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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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