blender/release/scripts/startup/bl_ui/properties_physics_softbody.py
2011-08-02 16:51:50 +00:00

267 lines
8.1 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 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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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__)