forked from bartvdbraak/blender
286 lines
8.9 KiB
Python
286 lines
8.9 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 blf import gettext as _
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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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rd = context.scene.render
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return (context.object) and (not rd.use_game_engine)
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def physics_add(self, layout, md, name, type, typeicon, toggles):
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sub = layout.row(align=True)
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if md:
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sub.context_pointer_set("modifier", md)
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sub.operator("object.modifier_remove", text=name, icon='X')
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if(toggles):
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sub.prop(md, "show_render", text="")
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sub.prop(md, "show_viewport", text="")
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else:
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sub.operator("object.modifier_add", text=name, icon=typeicon).type = type
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class PHYSICS_PT_add(PhysicButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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ob = context.object
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layout = self.layout
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layout.label(_("Enable physics for:"))
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split = layout.split()
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col = split.column()
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if(context.object.field.type == 'NONE'):
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col.operator("object.forcefield_toggle", text=_("Force Field"), icon='FORCE_FORCE')
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else:
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col.operator("object.forcefield_toggle", text=_("Force Field"), icon='X')
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if(ob.type == 'MESH'):
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physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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col = split.column()
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if(ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE'):
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physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if(ob.type == 'MESH'):
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physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
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physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
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#cachetype can be 'PSYS' 'HAIR' 'SMOKE' etc
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def point_cache_ui(self, context, cache, enabled, cachetype):
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layout = self.layout
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layout.context_pointer_set("point_cache", cache)
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row = layout.row()
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row.template_list(cache, "point_caches", cache.point_caches, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("ptcache.add", icon='ZOOMIN', text="")
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col.operator("ptcache.remove", icon='ZOOMOUT', text="")
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row = layout.row()
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if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
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row.prop(cache, "use_external")
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if cache.use_external:
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split = layout.split(percentage=0.80)
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split.prop(cache, "name", text=_("File Name"))
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split.prop(cache, "index", text="")
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row = layout.row()
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row.label(text=_("File Path:"))
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row.prop(cache, "use_library_path", "Use Lib Path")
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layout.prop(cache, "filepath", text="")
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layout.label(text=cache.info)
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else:
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if cachetype == 'SMOKE':
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if not bpy.data.is_saved:
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layout.label(text=_("Cache is disabled until the file is saved"))
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layout.enabled = False
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if cache.use_disk_cache:
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layout.prop(cache, "name", text=_("File Name"))
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else:
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layout.prop(cache, "name", text=_("Cache Name"))
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row = layout.row(align=True)
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if cachetype != 'PSYS':
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row.enabled = enabled
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row.prop(cache, "frame_start")
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row.prop(cache, "frame_end")
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if cachetype not in {'SMOKE', 'CLOTH'}:
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row.prop(cache, "frame_step")
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row.prop(cache, "use_quick_cache")
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if cachetype != 'SMOKE':
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layout.label(text=cache.info)
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if cachetype != 'SMOKE':
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split = layout.split()
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split.enabled = enabled and bpy.data.is_saved
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col = split.column()
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col.prop(cache, "use_disk_cache")
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col = split.column()
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col.active = cache.use_disk_cache
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col.prop(cache, "use_library_path", "Use Lib Path")
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row = layout.row()
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row.enabled = enabled and bpy.data.is_saved
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row.active = cache.use_disk_cache
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row.label(text=_("Compression:"))
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row.prop(cache, "compression", expand=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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if cache.is_baked == True:
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col.operator("ptcache.free_bake", text=_("Free Bake"))
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else:
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col.operator("ptcache.bake", text=_("Bake")).bake = True
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sub = col.row()
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sub.enabled = (cache.frames_skipped or cache.is_outdated) and enabled
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sub.operator("ptcache.bake", text=_("Calculate To Frame")).bake = False
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sub = col.column()
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sub.enabled = enabled
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sub.operator("ptcache.bake_from_cache", text=_("Current Cache to Bake"))
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col = split.column()
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col.operator("ptcache.bake_all", text=_("Bake All Dynamics")).bake = True
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col.operator("ptcache.free_bake_all", text=_("Free All Bakes"))
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col.operator("ptcache.bake_all", text=_("Update All To Frame")).bake = False
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def effector_weights_ui(self, context, weights):
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layout = self.layout
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layout.prop(weights, "group")
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split = layout.split()
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col = split.column()
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col.prop(weights, "gravity", slider=True)
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col = split.column()
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col.prop(weights, "all", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(weights, "force", slider=True)
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col.prop(weights, "vortex", slider=True)
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col.prop(weights, "magnetic", slider=True)
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col.prop(weights, "wind", slider=True)
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col.prop(weights, "curve_guide", slider=True)
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col.prop(weights, "texture", slider=True)
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col = split.column()
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col.prop(weights, "harmonic", slider=True)
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col.prop(weights, "charge", slider=True)
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col.prop(weights, "lennardjones", slider=True)
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col.prop(weights, "turbulence", slider=True)
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col.prop(weights, "drag", slider=True)
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col.prop(weights, "boid", slider=True)
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def basic_force_field_settings_ui(self, context, field):
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layout = self.layout
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split = layout.split()
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if not field or field.type == 'NONE':
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return
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col = split.column()
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if field.type == 'DRAG':
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col.prop(field, "linear_drag", text=_("Linear"))
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else:
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col.prop(field, "strength")
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if field.type == 'TURBULENCE':
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col.prop(field, "size")
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col.prop(field, "flow")
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elif field.type == 'HARMONIC':
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col.prop(field, "harmonic_damping", text=_("Damping"))
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col.prop(field, "rest_length")
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elif field.type == 'VORTEX' and field.shape != 'POINT':
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col.prop(field, "inflow")
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elif field.type == 'DRAG':
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col.prop(field, "quadratic_drag", text=_("Quadratic"))
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else:
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col.prop(field, "flow")
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col = split.column()
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sub = col.column(align=True)
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sub.prop(field, "noise")
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sub.prop(field, "seed")
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if field.type == 'TURBULENCE':
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col.prop(field, "use_global_coords", text=_("Global"))
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elif field.type == 'HARMONIC':
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col.prop(field, "use_multiple_springs")
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split = layout.split()
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col = split.column()
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col.label(text=_("Effect point:"))
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col.prop(field, "apply_to_location")
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col.prop(field, "apply_to_rotation")
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col = split.column()
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col.label(text=_("Collision:"))
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, context, field):
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layout = self.layout
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split = layout.split(percentage=0.35)
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if not field or field.type == 'NONE':
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return
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col = split.column()
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col.prop(field, "z_direction", text="")
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col = split.column()
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col.prop(field, "falloff_power", text=_("Power"))
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split = layout.split()
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_min_distance", text="")
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sub = row.row()
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text=_("Minimum"))
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_max_distance", text="")
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sub = row.row()
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text=_("Maximum"))
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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