blender/release/ui/buttons_physics_field.py
Brecht Van Lommel d601a51e03 RNA: added a "factor" subtype next to "percentage", and only display
% sign for percentage assuming it is between 0-100, while factor is
for values 0-1.

Move collision setting absorption from modifier to collision settings,
was inconsistent to have it there as the only one, and made it have
range 0.0-1.0 instead of 0-100.
2009-09-21 21:19:58 +00:00

229 lines
6.1 KiB
Python

import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "physics"
def poll(self, context):
rd = context.scene.render_data
return (context.object) and (not rd.use_game_engine)
class PHYSICS_PT_field(PhysicButtonsPanel):
__label__ = "Force Fields"
__default_closed__ = True
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
#layout.active = field.enabled
split = layout.split(percentage=0.2)
split.itemL(text="Type:")
split.itemR(field, "type",text="")
split = layout.split()
if field.type == 'GUIDE':
layout.itemR(field, "guide_path_add")
elif field.type == 'WIND':
split.itemR(field, "strength")
col = split.column()
col.itemR(field, "noise")
col.itemR(field, "seed")
elif field.type == 'VORTEX':
split.itemR(field, "strength")
split.itemL()
elif field.type in ('SPHERICAL', 'CHARGE', 'LENNARDJ'):
split.itemR(field, "strength")
col = split.column()
col.itemR(field, "planar")
col.itemR(field, "surface")
elif field.type == 'BOID':
split.itemR(field, "strength")
split.itemR(field, "surface")
elif field.type == 'MAGNET':
split.itemR(field, "strength")
split.itemR(field, "planar")
elif field.type == 'HARMONIC':
col = split.column()
col.itemR(field, "strength")
col.itemR(field, "harmonic_damping", text="Damping")
col = split.column()
col.itemR(field, "planar")
col.itemR(field, "surface")
elif field.type == 'TEXTURE':
col = split.column()
col.itemR(field, "strength")
col.itemR(field, "texture", text="")
col.itemR(field, "texture_mode", text="")
col.itemR(field, "texture_nabla")
col = split.column()
col.itemR(field, "use_coordinates")
col.itemR(field, "root_coordinates")
col.itemR(field, "force_2d")
if field.type in ('HARMONIC', 'SPHERICAL', 'CHARGE', 'WIND', 'VORTEX', 'TEXTURE', 'MAGNET', 'BOID'):
layout.itemL(text="Falloff:")
layout.itemR(field, "falloff_type", expand=True)
split = layout.split(percentage=0.35)
col = split.column()
col.itemR(field, "positive_z", text="Positive Z")
col.itemR(field, "use_min_distance", text="Use Minimum")
col.itemR(field, "use_max_distance", text="Use Maximum")
col = split.column()
col.itemR(field, "falloff_power", text="Power")
sub = col.column()
sub.active = field.use_min_distance
sub.itemR(field, "minimum_distance", text="Distance")
sub = col.column()
sub.active = field.use_max_distance
sub.itemR(field, "maximum_distance", text="Distance")
if field.falloff_type == 'CONE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Angular:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Angle")
elif field.falloff_type == 'TUBE':
layout.itemS()
split = layout.split(percentage=0.35)
col = split.column()
col.itemL(text="Radial:")
col.itemR(field, "use_radial_min", text="Use Minimum")
col.itemR(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.itemR(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.itemR(field, "radial_minimum", text="Distance")
sub = col.column()
sub.active = field.use_radial_max
sub.itemR(field, "radial_maximum", text="Distance")
#if ob.type in 'CURVE':
#if field.type == 'GUIDE':
#colsub = col.column(align=True)
#if field.type != 'NONE':
#layout.itemR(field, "strength")
#if field.type in ('HARMONIC', 'SPHERICAL', 'CHARGE', "LENNARDj"):
#if ob.type in ('MESH', 'SURFACE', 'FONT', 'CURVE'):
#layout.itemR(field, "surface")
class PHYSICS_PT_collision(PhysicButtonsPanel):
__label__ = "Collision"
__default_closed__ = True
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
col = split.column()
#row = split.row(align=True)
#row.itemR(md, "render", text="")
#row.itemR(md, "realtime", text="")
settings = md.settings
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
split.itemL()
settings = None
if settings:
layout.active = settings.enabled
split = layout.split()
col = split.column()
col.itemL(text="Particle:")
col.itemR(settings, "permeability", slider=True)
col.itemL(text="Particle Damping:")
sub = col.column(align=True)
sub.itemR(settings, "damping_factor", text="Factor", slider=True)
sub.itemR(settings, "random_damping", text="Random", slider=True)
col.itemL(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
layout.itemL(text="Force Fields:")
layout.itemR(settings, "absorption", text="Absorption")
col = split.column()
col.itemL(text="")
col.itemR(settings, "kill_particles")
col.itemL(text="Particle Friction:")
sub = col.column(align=True)
sub.itemR(settings, "friction_factor", text="Factor", slider=True)
sub.itemR(settings, "random_friction", text="Random", slider=True)
col.itemL(text="Soft Body Damping:")
col.itemR(settings, "damping", text="Factor", slider=True)
bpy.types.register(PHYSICS_PT_field)
bpy.types.register(PHYSICS_PT_collision)