blender/release/scripts/startup/bl_ui/properties_physics_common.py
Bastien Montagne 7504cf34b4 This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one).
It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels!

This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore!

To make all this work, other changes were also necessary:

* Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox.

* DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not.

* UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon.

* UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews).
  Note: not sure whether we should add that one to all UILayout's prop funcs?

Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00

295 lines
9.3 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 bpy.types import Panel
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.object) and (not rd.use_game_engine)
def physics_add(self, layout, md, name, type, typeicon, toggles):
sub = layout.row(align=True)
if md:
sub.context_pointer_set("modifier", md)
sub.operator("object.modifier_remove", text=name, icon='X')
if(toggles):
sub.prop(md, "show_render", text="")
sub.prop(md, "show_viewport", text="")
else:
sub.operator("object.modifier_add", text=name, icon=typeicon).type = type
class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
ob = context.object
layout = self.layout
layout.label("Enable physics for:")
split = layout.split()
col = split.column()
if(context.object.field.type == 'NONE'):
col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
else:
col.operator("object.forcefield_toggle", text="Force Field", icon='X')
if(ob.type == 'MESH'):
physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
col = split.column()
if(ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE'):
physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
if(ob.type == 'MESH'):
physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
# cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc
def point_cache_ui(self, context, cache, enabled, cachetype):
layout = self.layout
layout.context_pointer_set("point_cache", cache)
row = layout.row()
row.template_list("UI_UL_list", "", cache, "point_caches", cache.point_caches, "active_index", rows=2)
col = row.column(align=True)
col.operator("ptcache.add", icon='ZOOMIN', text="")
col.operator("ptcache.remove", icon='ZOOMOUT', text="")
row = layout.row()
if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
row.prop(cache, "use_external")
if cachetype == 'SMOKE':
row.prop(cache, "use_library_path", "Use Lib Path")
if cache.use_external:
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="File Name:")
if cache.use_external:
col.label(text="File Path:")
col = split.column()
sub = col.split(percentage=0.70, align=True)
sub.prop(cache, "name", text="")
sub.prop(cache, "index", text="")
col.prop(cache, "filepath", text="")
cache_info = cache.info
if cache_info:
layout.label(text=cache_info)
else:
if cachetype in {'SMOKE', 'DYNAMIC_PAINT'}:
if not bpy.data.is_saved:
layout.label(text="Cache is disabled until the file is saved")
layout.enabled = False
if cache.use_disk_cache:
layout.prop(cache, "name", text="File Name")
else:
layout.prop(cache, "name", text="Cache Name")
if not cache.use_external or cachetype == 'SMOKE':
row = layout.row(align=True)
if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
row.enabled = enabled
row.prop(cache, "frame_start")
row.prop(cache, "frame_end")
if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT'}:
row.prop(cache, "frame_step")
if cachetype != 'SMOKE':
layout.label(text=cache.info)
if cachetype not in {'SMOKE', 'DYNAMIC_PAINT'}:
split = layout.split()
split.enabled = enabled and bpy.data.is_saved
col = split.column()
col.prop(cache, "use_disk_cache")
col = split.column()
col.active = cache.use_disk_cache
col.prop(cache, "use_library_path", "Use Lib Path")
row = layout.row()
row.enabled = enabled and bpy.data.is_saved
row.active = cache.use_disk_cache
row.label(text="Compression:")
row.prop(cache, "compression", expand=True)
layout.separator()
split = layout.split()
col = split.column()
if cache.is_baked is True:
col.operator("ptcache.free_bake", text="Free Bake")
else:
col.operator("ptcache.bake", text="Bake").bake = True
sub = col.row()
sub.enabled = (cache.frames_skipped or cache.is_outdated) and enabled
sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
sub = col.column()
sub.enabled = enabled
sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
col = split.column()
col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
col.operator("ptcache.free_bake_all", text="Free All Bakes")
col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
def effector_weights_ui(self, context, weights, weight_type):
layout = self.layout
layout.prop(weights, "group")
split = layout.split()
split.prop(weights, "gravity", slider=True)
split.prop(weights, "all", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(weights, "force", slider=True)
col.prop(weights, "vortex", slider=True)
col.prop(weights, "magnetic", slider=True)
col.prop(weights, "wind", slider=True)
col.prop(weights, "curve_guide", slider=True)
col.prop(weights, "texture", slider=True)
if weight_type != 'SMOKE':
col.prop(weights, "smokeflow", slider=True)
col = split.column()
col.prop(weights, "harmonic", slider=True)
col.prop(weights, "charge", slider=True)
col.prop(weights, "lennardjones", slider=True)
col.prop(weights, "turbulence", slider=True)
col.prop(weights, "drag", slider=True)
col.prop(weights, "boid", slider=True)
def basic_force_field_settings_ui(self, context, field):
layout = self.layout
split = layout.split()
if not field or field.type == 'NONE':
return
col = split.column()
if field.type == 'DRAG':
col.prop(field, "linear_drag", text="Linear")
else:
col.prop(field, "strength")
if field.type == 'TURBULENCE':
col.prop(field, "size")
col.prop(field, "flow")
elif field.type == 'HARMONIC':
col.prop(field, "harmonic_damping", text="Damping")
col.prop(field, "rest_length")
elif field.type == 'VORTEX' and field.shape != 'POINT':
col.prop(field, "inflow")
elif field.type == 'DRAG':
col.prop(field, "quadratic_drag", text="Quadratic")
else:
col.prop(field, "flow")
col = split.column()
sub = col.column(align=True)
sub.prop(field, "noise")
sub.prop(field, "seed")
if field.type == 'TURBULENCE':
col.prop(field, "use_global_coords", text="Global")
elif field.type == 'HARMONIC':
col.prop(field, "use_multiple_springs")
split = layout.split()
col = split.column()
col.label(text="Effect point:")
col.prop(field, "apply_to_location")
col.prop(field, "apply_to_rotation")
col = split.column()
col.label(text="Collision:")
col.prop(field, "use_absorption")
def basic_force_field_falloff_ui(self, context, field):
layout = self.layout
split = layout.split(percentage=0.35)
if not field or field.type == 'NONE':
return
col = split.column()
col.prop(field, "z_direction", text="")
col = split.column()
col.prop(field, "falloff_power", text="Power")
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop(field, "use_min_distance", text="")
sub = row.row()
sub.active = field.use_min_distance
sub.prop(field, "distance_min", text="Minimum")
col = split.column()
row = col.row(align=True)
row.prop(field, "use_max_distance", text="")
sub = row.row()
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="Maximum")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)