blender/scripts/startup/bl_ui/properties_physics_common.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

365 lines
12 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Panel,
)
from bpy.app.translations import contexts as i18n_contexts
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
return (context.object) and context.engine in cls.COMPAT_ENGINES
def physics_add(layout, md, name, type, typeicon, toggles):
row = layout.row(align=True)
if md:
row.operator(
"object.modifier_remove",
text=name,
text_ctxt=i18n_contexts.default,
icon='X',
).modifier = md.name
if toggles:
row.prop(md, "show_viewport", text="")
row.prop(md, "show_render", text="")
return row
else:
row.operator(
"object.modifier_add",
text=name,
text_ctxt=i18n_contexts.default,
icon=typeicon,
).type = type
def physics_add_special(layout, data, name, addop, removeop, typeicon):
row = layout.row(align=True)
if data:
row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X')
else:
row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon)
class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
obj = context.object
col = flow.column()
if not obj.field or obj.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 obj.type == 'MESH':
row = physics_add(col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
if row and obj.collision:
row.prop(obj.collision, "use", text="", icon='HIDE_OFF' if obj.collision.use else 'HIDE_ON')
physics_add(col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
physics_add(col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
col = flow.column()
if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}:
physics_add(col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
if obj.type == 'MESH':
physics_add(col, context.fluid, "Fluid", 'FLUID', 'MOD_FLUIDSIM', True)
physics_add_special(
col, obj.rigid_body, "Rigid Body",
"rigidbody.object_add",
"rigidbody.object_remove",
'RIGID_BODY',
)
# all types of objects can have rigid body constraint.
physics_add_special(
col, obj.rigid_body_constraint, "Rigid Body Constraint",
"rigidbody.constraint_add",
"rigidbody.constraint_remove",
'RIGID_BODY_CONSTRAINT',
)
# cache-type can be 'PSYS' 'HAIR' 'FLUID' etc.
def point_cache_ui(self, cache, enabled, cachetype):
layout = self.layout
layout.use_property_split = True
layout.context_pointer_set("point_cache", cache)
is_saved = bpy.data.is_saved
is_liboverride = cache.id_data.override_library is not None
# NOTE: TODO temporarily used until the animate properties are properly skipped.
layout.use_property_decorate = False # No animation (remove this later on).
if not cachetype == 'RIGID_BODY':
row = layout.row()
row.template_list(
"UI_UL_list", "point_caches", cache, "point_caches",
cache.point_caches, "active_index", rows=1,
)
col = row.column(align=True)
col.operator("ptcache.add", icon='ADD', text="")
col.operator("ptcache.remove", icon='REMOVE', text="")
if cachetype in {'PSYS', 'HAIR', 'FLUID'}:
col = layout.column()
if cachetype == 'FLUID':
col.prop(cache, "use_library_path", text="Use Library Path")
col.prop(cache, "use_external")
if cache.use_external:
col = layout.column()
col.prop(cache, "index", text="Index")
col.prop(cache, "filepath", text="Path")
cache_info = cache.info
if cache_info:
col = layout.column()
col.alignment = 'RIGHT'
col.label(text=cache_info)
else:
if cachetype in {'FLUID', 'DYNAMIC_PAINT'}:
if not is_saved:
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.label(text="Cache is disabled until the file is saved")
layout.enabled = False
if not cache.use_external or cachetype == 'FLUID':
col = layout.column(align=True)
if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
col.enabled = enabled
col.prop(cache, "frame_start", text="Simulation Start")
col.prop(cache, "frame_end")
if cachetype not in {'FLUID', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
col.prop(cache, "frame_step")
cache_info = cache.info
if cachetype != 'FLUID' and cache_info: # avoid empty space.
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.label(text=cache_info)
can_bake = True
if cachetype not in {'FLUID', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
if not is_saved:
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.label(text="Options are disabled until the file is saved")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
flow.enabled = enabled and is_saved
col = flow.column(align=True)
col.prop(cache, "use_disk_cache")
subcol = col.column()
subcol.active = cache.use_disk_cache
subcol.prop(cache, "use_library_path", text="Use Library Path")
col = flow.column()
col.active = cache.use_disk_cache
col.prop(cache, "compression", text="Compression")
if cache.id_data.library and not cache.use_disk_cache:
can_bake = False
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.separator()
col.label(text="Linked object baking requires Disk Cache to be enabled")
else:
layout.separator()
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.active = can_bake
if is_liboverride and not cache.use_disk_cache:
col.operator("ptcache.bake", icon='ERROR', text="Bake (Disk Cache mandatory)")
elif cache.is_baked is True:
col.operator("ptcache.free_bake", text="Delete Bake")
else:
col.operator("ptcache.bake", text="Bake").bake = True
sub = col.row()
sub.enabled = 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 = flow.column()
col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
col.operator("ptcache.free_bake_all", text="Delete All Bakes")
col.operator("ptcache.bake_all", text="Update All to Frame").bake = False
def effector_weights_ui(self, weights, weight_type):
layout = self.layout
layout.use_property_split = True
# NOTE: TODO temporarily used until the animate properties are properly skipped.
layout.use_property_decorate = False # No animation (remove this later on).
layout.prop(weights, "collection")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(weights, "gravity", slider=True)
col.prop(weights, "all", slider=True)
col.prop(weights, "force", slider=True)
col.prop(weights, "vortex", slider=True)
col = flow.column()
col.prop(weights, "magnetic", slider=True)
col.prop(weights, "harmonic", slider=True)
col.prop(weights, "charge", slider=True)
col.prop(weights, "lennardjones", slider=True)
col = flow.column()
col.prop(weights, "wind", slider=True)
col.prop(weights, "curve_guide", slider=True)
col.prop(weights, "texture", slider=True)
if weight_type != 'FLUID':
col.prop(weights, "smokeflow", slider=True)
col = flow.column()
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, field):
layout = self.layout
layout.use_property_split = True
if not field or field.type == 'NONE':
return
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.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")
sub = col.column(heading="Affect")
sub.prop(field, "apply_to_location", text="Location")
sub.prop(field, "apply_to_rotation", text="Rotation")
col = flow.column()
sub = col.column(align=True)
sub.prop(field, "noise", text="Noise Amount")
sub.prop(field, "seed", text="Seed")
if field.type == 'TURBULENCE':
col.prop(field, "use_global_coords", text="Global")
elif field.type == 'HARMONIC':
col.prop(field, "use_multiple_springs")
if field.type == 'FORCE':
col.prop(field, "use_gravity_falloff", text="Gravitation")
col.prop(field, "use_absorption")
col.prop(field, "wind_factor")
def basic_force_field_falloff_ui(self, field):
layout = self.layout
if not field or field.type == 'NONE':
return
col = layout.column()
col.prop(field, "z_direction")
col.prop(field, "falloff_power", text="Power")
col = layout.column(align=False, heading="Min Distance")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(field, "use_min_distance", text="")
sub = sub.row(align=True)
sub.active = field.use_min_distance
sub.prop(field, "distance_min", text="")
row.prop_decorator(field, "distance_min")
col = layout.column(align=False, heading="Max Distance")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(field, "use_max_distance", text="")
sub = sub.row(align=True)
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="")
row.prop_decorator(field, "distance_max")
classes = (
PHYSICS_PT_add,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)