forked from bartvdbraak/blender
b666f55e0e
* Removed __idname__ from all panels. Note: Operator classes still need that id. Don't remove it there.
217 lines
5.9 KiB
Python
217 lines
5.9 KiB
Python
|
|
import bpy
|
|
|
|
class PhysicButtonsPanel(bpy.types.Panel):
|
|
__space_type__ = "BUTTONS_WINDOW"
|
|
__region_type__ = "WINDOW"
|
|
__context__ = "physics"
|
|
|
|
def poll(self, context):
|
|
rd = context.scene.render_data
|
|
return (context.object != None) and (not rd.use_game_engine)
|
|
|
|
class PHYSICS_PT_field(PhysicButtonsPanel):
|
|
__label__ = "Force Fields"
|
|
__default_closed__ = True
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
ob = context.object
|
|
field = ob.field
|
|
|
|
#layout.active = field.enabled
|
|
|
|
split = layout.split(percentage=0.3)
|
|
|
|
split.itemL(text="Type:")
|
|
split.itemR(field, "type", text=""
|
|
)
|
|
|
|
split = layout.split()
|
|
|
|
sub = split.column()
|
|
|
|
if field.type == "GUIDE":
|
|
sub = col.column()
|
|
sub.itemR(field, "guide_path_add")
|
|
|
|
if field.type == "WIND":
|
|
sub.itemR(field, "strength")
|
|
sub = split.column()
|
|
sub.itemR(field, "noise")
|
|
sub.itemR(field, "seed")
|
|
|
|
|
|
if field.type == "VORTEX":
|
|
sub.itemR(field, "strength")
|
|
sub = split.column()
|
|
sub.itemL(text="")
|
|
|
|
if field.type in ("SPHERICAL", "CHARGE", "LENNARDJ"):
|
|
sub.itemR(field, "strength")
|
|
sub = split.column()
|
|
sub.itemR(field, "planar")
|
|
sub.itemR(field, "surface")
|
|
|
|
if field.type == "BOID":
|
|
sub.itemR(field, "strength")
|
|
sub = split.column()
|
|
sub.itemR(field, "surface")
|
|
|
|
if field.type == "MAGNET":
|
|
sub.itemR(field, "strength")
|
|
sub = split.column()
|
|
sub.itemR(field, "planar")
|
|
|
|
if field.type == "HARMONIC":
|
|
sub.itemR(field, "strength")
|
|
sub.itemR(field, "harmonic_damping", text="Damping")
|
|
sub = split.column()
|
|
sub.itemR(field, "surface")
|
|
sub.itemR(field, "planar")
|
|
|
|
if field.type == "TEXTURE":
|
|
sub.itemR(field, "strength")
|
|
sub.itemR(field, "texture", text="")
|
|
sub.itemR(field, "texture_mode")
|
|
sub.itemR(field, "texture_nabla")
|
|
sub = split.column()
|
|
sub.itemR(field, "use_coordinates")
|
|
sub.itemR(field, "root_coordinates")
|
|
sub.itemR(field, "force_2d")
|
|
|
|
if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "WIND", "VORTEX", "TEXTURE", "MAGNET", "BOID"):
|
|
|
|
|
|
layout.itemS()
|
|
layout.itemL(text="Falloff:")
|
|
layout.itemR(field, "falloff_type", expand=True)
|
|
|
|
row = layout.row()
|
|
row.itemR(field, "falloff_power", text="Power")
|
|
row.itemR(field, "positive_z", text="Positive Z")
|
|
|
|
layout.itemS()
|
|
split = layout.split()
|
|
sub = split.column()
|
|
|
|
sub.itemR(field, "use_min_distance", text="Minimum")
|
|
colsub1 = sub.column()
|
|
colsub1.active = field.use_min_distance
|
|
colsub1.itemR(field, "minimum_distance", text="Distance")
|
|
|
|
sub = split.column()
|
|
|
|
sub.itemR(field, "use_max_distance", text="Maximum")
|
|
colsub2 = sub.column()
|
|
colsub2.active = field.use_max_distance
|
|
colsub2.itemR(field, "maximum_distance", text="Distance")
|
|
|
|
if field.falloff_type == "CONE":
|
|
layout.itemS()
|
|
layout.itemL(text="Angular:")
|
|
|
|
row = layout.row()
|
|
row.itemR(field, "radial_falloff", text="Power")
|
|
row.itemL(text="")
|
|
|
|
split = layout.split()
|
|
sub = split.column()
|
|
|
|
sub.itemR(field, "use_radial_min", text="Minimum")
|
|
colsub1 = sub.column()
|
|
colsub1.active = field.use_radial_min
|
|
colsub1.itemR(field, "radial_minimum", text="Angle")
|
|
|
|
sub = split.column()
|
|
|
|
sub.itemR(field, "use_radial_max", text="Maximum")
|
|
colsub2 = sub.column()
|
|
colsub2.active = field.use_radial_max
|
|
colsub2.itemR(field, "radial_maximum", text="Angle")
|
|
|
|
if field.falloff_type == "TUBE":
|
|
|
|
layout.itemS()
|
|
layout.itemL(text="Radial:")
|
|
row = layout.row()
|
|
row.itemR(field, "radial_falloff", text="Power")
|
|
row.itemL(text="")
|
|
|
|
split = layout.split()
|
|
sub = split.column()
|
|
|
|
sub.itemR(field, "use_radial_min", text="Minimum")
|
|
colsub1 = sub.column()
|
|
colsub1.active = field.use_radial_min
|
|
colsub1.itemR(field, "radial_minimum", text="Distance")
|
|
|
|
sub = split.column()
|
|
|
|
sub.itemR(field, "use_radial_max", text="Maximum")
|
|
colsub2 = sub.column()
|
|
colsub2.active = field.use_radial_max
|
|
colsub2.itemR(field, "radial_maximum", text="Distance")
|
|
|
|
#if ob.type in "CURVE":
|
|
#if field.type == "GUIDE":
|
|
#colsub = col.column(align=True)
|
|
|
|
#if field.type != "NONE":
|
|
#layout.itemR(field, "strength")
|
|
|
|
#if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "LENNARDj"):
|
|
#if ob.type in ("MESH", "SURFACE", "FONT", "CURVE"):
|
|
#layout.itemR(field, "surface")
|
|
|
|
class PHYSICS_PT_collision(PhysicButtonsPanel):
|
|
__label__ = "Collision"
|
|
__default_closed__ = True
|
|
|
|
def poll(self, context):
|
|
ob = context.object
|
|
rd = context.scene.render_data
|
|
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
|
|
|
|
def draw_header(self, context):
|
|
settings = context.object.collision
|
|
self.layout.itemR(settings, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
md = context.collision
|
|
settings = context.object.collision
|
|
|
|
layout.active = settings.enabled
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemL(text="Particle:")
|
|
col.itemR(settings, "permeability", slider=True)
|
|
col.itemL(text="Particle Damping:")
|
|
colsub = col.column(align=True)
|
|
colsub.itemR(settings, "damping_factor", text="Factor", slider=True)
|
|
colsub.itemR(settings, "random_damping", text="Random", slider=True)
|
|
|
|
col.itemL(text="Soft Body and Cloth:")
|
|
colsub = col.column(align=True)
|
|
colsub.itemR(settings, "outer_thickness", text="Outer", slider=True)
|
|
colsub.itemR(settings, "inner_thickness", text="Inner", slider=True)
|
|
|
|
col.itemL(text="Force Fields:")
|
|
layout.itemR(md, "absorption", text="Absorption")
|
|
|
|
col = split.column()
|
|
col.itemL(text="")
|
|
col.itemR(settings, "kill_particles")
|
|
col.itemL(text="Particle Friction:")
|
|
colsub = col.column(align=True)
|
|
colsub.itemR(settings, "friction_factor", text="Factor", slider=True)
|
|
colsub.itemR(settings, "random_friction", text="Random", slider=True)
|
|
col.itemL(text="Soft Body Damping:")
|
|
col.itemR(settings, "damping", text="Factor", slider=True)
|
|
|
|
bpy.types.register(PHYSICS_PT_field)
|
|
bpy.types.register(PHYSICS_PT_collision)
|