forked from bartvdbraak/blender
223 lines
7.4 KiB
Python
223 lines
7.4 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 properties_physics_common import basic_force_field_settings_ui
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from properties_physics_common import basic_force_field_falloff_ui
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class PhysicButtonsPanel(bpy.types.Panel):
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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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def poll(self, context):
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rd = context.scene.render_data
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return (context.object) and (not rd.use_game_engine)
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class PHYSICS_PT_field(PhysicButtonsPanel):
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bl_label = "Force Fields"
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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.itemL(text="Type:")
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split.itemR(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 = layout.row()
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split.itemL(text="Shape:")
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split.itemR(field, "shape", text="")
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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.itemR(field, "guide_minimum")
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col.itemR(field, "guide_free")
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col.itemR(field, "falloff_power")
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col.itemR(field, "guide_path_add")
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col = split.column()
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col.itemL(text="Clumping:")
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col.itemR(field, "guide_clump_amount")
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col.itemR(field, "guide_clump_shape")
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row = layout.row()
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row.itemR(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.itemR(field, "maximum_distance")
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layout.itemS()
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layout.itemR(field, "guide_kink_type")
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if (field.guide_kink_type != 'NONE'):
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layout.itemR(field, "guide_kink_axis")
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flow = layout.column_flow()
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flow.itemR(field, "guide_kink_frequency")
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flow.itemR(field, "guide_kink_shape")
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flow.itemR(field, "guide_kink_amplitude")
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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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else:
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basic_force_field_settings_ui(self, field)
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if field.type not in ('NONE', 'GUIDE'):
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layout.itemL(text="Falloff:")
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layout.itemR(field, "falloff_type", expand=True)
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basic_force_field_falloff_ui(self, field)
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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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class PHYSICS_PT_collision(PhysicButtonsPanel):
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bl_label = "Collision"
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#bl_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(settings, "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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