forked from bartvdbraak/blender
a7689e9b60
* Some Panels missed the "md" context declaration for the new cloth_panel_enabled(md) check. * Code Cleanup.
238 lines
6.0 KiB
Python
238 lines
6.0 KiB
Python
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import bpy
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from buttons_particle import point_cache_ui
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def softbody_panel_enabled(md):
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return md.point_cache.baked==False
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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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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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class PHYSICS_PT_softbody(PhysicButtonsPanel):
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__label__ = "Soft Body"
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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ob = context.object
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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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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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else:
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# add modifier
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split.item_enumO("object.modifier_add", "type", 'SOFT_BODY', text="Add")
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split.itemL("")
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if md:
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softbody = md.settings
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# General
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split = layout.split()
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split.enabled = softbody_panel_enabled(md)
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col = split.column()
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col.itemL(text="Object:")
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col.itemR(softbody, "mass")
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col.itemR(softbody, "friction")
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col = split.column()
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col.itemL(text="Simulation:")
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col.itemR(softbody, "gravity")
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col.itemR(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
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__label__ = "Soft Body Cache"
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__default_closed__ = True
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def poll(self, context):
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return (context.soft_body)
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def draw(self, context):
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md = context.soft_body
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point_cache_ui(self, md.point_cache, softbody_panel_enabled(md), 0, 0)
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class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
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__label__ = "Soft Body Goal"
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__default_closed__ = True
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def poll(self, context):
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return (context.soft_body)
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def draw_header(self, context):
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layout = self.layout
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softbody = context.soft_body.settings
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layout.active = softbody_panel_enabled(context.soft_body)
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layout.itemR(softbody, "use_goal", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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split = layout.split()
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# Goal
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split = layout.split()
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col = split.column()
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col.itemL(text="Goal Strengths:")
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col.itemR(softbody, "goal_default", text="Default")
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sub = col.column(align=True)
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sub.itemR(softbody, "goal_min", text="Minimum")
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sub.itemR(softbody, "goal_max", text="Maximum")
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col = split.column()
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col.itemL(text="Goal Settings:")
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col.itemR(softbody, "goal_spring", text="Stiffness")
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col.itemR(softbody, "goal_friction", text="Damping")
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layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
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__label__ = "Soft Body Edges"
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__default_closed__ = True
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def poll(self, context):
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return (context.soft_body)
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def draw_header(self, context):
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#layout = self.layout
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softbody = context.soft_body.settings
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layout.active = softbody_panel_enabled(context.soft_body)
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layout.itemR(softbody, "use_edges", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_edges and softbody_panel_enabled(md)
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split = layout.split()
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col = split.column()
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col.itemL(text="Springs:")
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col.itemR(softbody, "pull")
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col.itemR(softbody, "push")
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col.itemR(softbody, "damp")
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col.itemR(softbody, "plastic")
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col.itemR(softbody, "bending")
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col.itemR(softbody, "spring_length", text="Length")
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col = split.column()
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col.itemR(softbody, "stiff_quads")
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sub = col.column()
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sub.active = softbody.stiff_quads
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sub.itemR(softbody, "shear")
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col.itemR(softbody, "new_aero", text="Aero")
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sub = col.column()
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sub.enabled = softbody.new_aero
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sub.itemR(softbody, "aero", text="Factor")
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col.itemL(text="Collision:")
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col.itemR(softbody, "edge_collision", text="Edge")
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col.itemR(softbody, "face_collision", text="Face")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
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__label__ = "Soft Body Collision"
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__default_closed__ = True
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def poll(self, context):
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return (context.soft_body)
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def draw_header(self, context):
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layout = self.layout
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softbody = context.soft_body.settings
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layout.active = softbody_panel_enabled(context.soft_body)
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layout.itemR(softbody, "self_collision", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.self_collision and softbody_panel_enabled(md)
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layout.itemL(text="Collision Type:")
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layout.itemR(softbody, "collision_type", expand=True)
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col = layout.column(align=True)
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col.itemL(text="Ball:")
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col.itemR(softbody, "ball_size", text="Size")
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col.itemR(softbody, "ball_stiff", text="Stiffness")
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col.itemR(softbody, "ball_damp", text="Dampening")
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class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
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__label__ = "Soft Body Solver"
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__default_closed__ = True
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def poll(self, context):
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return (context.soft_body)
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody_panel_enabled(md)
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# Solver
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split = layout.split()
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col = split.column(align=True)
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col.itemL(text="Step Size:")
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col.itemR(softbody, "minstep")
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col.itemR(softbody, "maxstep")
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col.itemR(softbody, "auto_step", text="Auto-Step")
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col = split.column()
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col.itemR(softbody, "error_limit")
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col.itemL(text="Helpers:")
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col.itemR(softbody, "choke")
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col.itemR(softbody, "fuzzy")
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layout.itemL(text="Diagnostics:")
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layout.itemR(softbody, "diagnose")
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bpy.types.register(PHYSICS_PT_softbody)
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bpy.types.register(PHYSICS_PT_softbody_cache)
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bpy.types.register(PHYSICS_PT_softbody_goal)
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bpy.types.register(PHYSICS_PT_softbody_edge)
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bpy.types.register(PHYSICS_PT_softbody_collision)
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bpy.types.register(PHYSICS_PT_softbody_solver)
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