forked from bartvdbraak/blender
225 lines
7.3 KiB
Python
225 lines
7.3 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 bpy.types import Panel
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from .properties_physics_common import (
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basic_force_field_settings_ui,
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basic_force_field_falloff_ui,
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)
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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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class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
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bl_label = "Force Fields"
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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (not rd.use_game_engine) and (ob.field) and (ob.field.type != 'NONE')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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field = ob.field
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split = layout.split(percentage=0.2)
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split.label(text="Type:")
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split.prop(field, "type", text="")
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if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
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split = layout.split(percentage=0.2)
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split.label(text="Shape:")
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split.prop(field, "shape", text="")
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elif field.type == 'TEXTURE':
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split = layout.split(percentage=0.2)
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split.label(text="Texture:")
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split.row().template_ID(field, "texture", new="texture.new")
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split = layout.split()
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if field.type == 'NONE':
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return # nothing to draw
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elif field.type == 'GUIDE':
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col = split.column()
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col.prop(field, "guide_minimum")
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col.prop(field, "guide_free")
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col.prop(field, "falloff_power")
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col.prop(field, "use_guide_path_add")
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col.prop(field, "use_guide_path_weight")
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col = split.column()
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col.label(text="Clumping:")
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col.prop(field, "guide_clump_amount")
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col.prop(field, "guide_clump_shape")
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row = layout.row()
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row.prop(field, "use_max_distance")
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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")
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layout.separator()
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layout.prop(field, "guide_kink_type")
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if (field.guide_kink_type != 'NONE'):
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layout.prop(field, "guide_kink_axis")
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split = layout.split()
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col = split.column()
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col.prop(field, "guide_kink_frequency")
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col.prop(field, "guide_kink_shape")
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col = split.column()
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col.prop(field, "guide_kink_amplitude")
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elif field.type == 'TEXTURE':
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col = split.column()
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col.prop(field, "strength")
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col.prop(field, "texture_mode", text="")
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col.prop(field, "texture_nabla")
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col = split.column()
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col.prop(field, "use_object_coords")
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col.prop(field, "use_root_coords")
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col.prop(field, "use_2d_force")
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else:
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basic_force_field_settings_ui(self, context, field)
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if field.type not in {'NONE', 'GUIDE'}:
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layout.label(text="Falloff:")
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layout.prop(field, "falloff_type", expand=True)
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basic_force_field_falloff_ui(self, context, field)
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if field.falloff_type == 'CONE':
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layout.separator()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Angular:")
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col.prop(field, "use_radial_min", text="Use Minimum")
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col.prop(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.prop(field, "radial_falloff", text="Power")
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sub = col.column()
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sub.active = field.use_radial_min
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sub.prop(field, "radial_min", text="Angle")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Angle")
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elif field.falloff_type == 'TUBE':
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layout.separator()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Radial:")
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col.prop(field, "use_radial_min", text="Use Minimum")
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col.prop(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.prop(field, "radial_falloff", text="Power")
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sub = col.column()
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sub.active = field.use_radial_min
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sub.prop(field, "radial_min", text="Distance")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Distance")
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class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
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bl_label = "Collision"
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#bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, 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) and (context.collision)
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def draw(self, context):
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layout = self.layout
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md = context.collision
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split = layout.split()
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coll = md.settings
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if coll:
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settings = context.object.collision
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layout.active = settings.use
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split = layout.split()
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col = split.column()
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col.label(text="Particle:")
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col.prop(settings, "permeability", slider=True)
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col.prop(settings, "stickness")
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col.prop(settings, "use_particle_kill")
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col.label(text="Particle Damping:")
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sub = col.column(align=True)
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sub.prop(settings, "damping_factor", text="Factor", slider=True)
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sub.prop(settings, "damping_random", text="Random", slider=True)
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col.label(text="Particle Friction:")
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sub = col.column(align=True)
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sub.prop(settings, "friction_factor", text="Factor", slider=True)
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sub.prop(settings, "friction_random", text="Random", slider=True)
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col = split.column()
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col.label(text="Soft Body and Cloth:")
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sub = col.column(align=True)
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sub.prop(settings, "thickness_outer", text="Outer", slider=True)
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sub.prop(settings, "thickness_inner", text="Inner", slider=True)
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col.label(text="Soft Body Damping:")
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col.prop(settings, "damping", text="Factor", slider=True)
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col.label(text="Force Fields:")
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col.prop(settings, "absorption", text="Absorption")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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