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