forked from bartvdbraak/blender
20043a0fc0
TODO's - add for lattice - break up add_hook - add other hook operators
273 lines
8.1 KiB
Python
273 lines
8.1 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 point_cache_ui
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from properties_physics_common import effector_weights_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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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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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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bl_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, "friction")
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col.itemR(softbody, "mass")
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col.item_pointerR(softbody, "mass_vertex_group", ob, "vertex_groups", text="Mass:")
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col = split.column()
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col.itemL(text="Simulation:")
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col.itemR(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
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bl_label = "Soft Body Cache"
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bl_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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bl_label = "Soft Body Goal"
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bl_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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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.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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bl_label = "Soft Body Edges"
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bl_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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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.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.item_pointerR(softbody, "spring_vertex_group", ob, "vertex_groups", text="Springs:")
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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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bl_label = "Soft Body Collision"
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bl_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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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.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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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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bl_label = "Soft Body Solver"
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bl_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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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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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel):
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bl_label = "Soft Body Field Weights"
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bl_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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softbody = md.settings
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effector_weights_ui(self, softbody.effector_weights)
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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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bpy.types.register(PHYSICS_PT_softbody_field_weights)
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