blender/release/scripts/ui/properties_physics_field.py
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00

239 lines
7.5 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from properties_physics_common import basic_force_field_settings_ui
from properties_physics_common import basic_force_field_falloff_ui
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.object) and (not rd.use_game_engine)
class PHYSICS_PT_field(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Force Fields"
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
split = layout.split(percentage=0.2)
split.label(text="Type:")
split.prop(field, "type", text="")
if field.type not in ('NONE', 'GUIDE', 'TEXTURE'):
split = layout.split(percentage=0.2)
split.label(text="Shape:")
split.prop(field, "shape", text="")
split = layout.split()
if field.type == 'NONE':
return # nothing to draw
elif field.type == 'GUIDE':
col = split.column()
col.prop(field, "guide_minimum")
col.prop(field, "guide_free")
col.prop(field, "falloff_power")
col.prop(field, "use_guide_path_add")
col.prop(field, "use_guide_path_weight")
col = split.column()
col.label(text="Clumping:")
col.prop(field, "guide_clump_amount")
col.prop(field, "guide_clump_shape")
row = layout.row()
row.prop(field, "use_max_distance")
sub = row.row()
sub.active = field.use_max_distance
sub.prop(field, "distance_max")
layout.separator()
layout.prop(field, "guide_kink_type")
if (field.guide_kink_type != 'NONE'):
layout.prop(field, "guide_kink_axis")
split = layout.split()
col = split.column()
col.prop(field, "guide_kink_frequency")
col.prop(field, "guide_kink_shape")
col = split.column()
col.prop(field, "guide_kink_amplitude")
elif field.type == 'TEXTURE':
col = split.column()
col.prop(field, "strength")
col.prop(field, "texture", text="")
col.prop(field, "texture_mode", text="")
col.prop(field, "texture_nabla")
col = split.column()
col.prop(field, "use_object_coords")
col.prop(field, "use_root_coords")
col.prop(field, "use_2d_force")
else:
basic_force_field_settings_ui(self, context, field)
if field.type not in ('NONE', 'GUIDE'):
layout.label(text="Falloff:")
layout.prop(field, "falloff_type", expand=True)
basic_force_field_falloff_ui(self, context, field)
if field.falloff_type == 'CONE':
layout.separator()
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="Angular:")
col.prop(field, "use_radial_min", text="Use Minimum")
col.prop(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.prop(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Angle")
elif field.falloff_type == 'TUBE':
layout.separator()
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="Radial:")
col.prop(field, "use_radial_min", text="Use Minimum")
col.prop(field, "use_radial_max", text="Use Maximum")
col = split.column()
col.prop(field, "radial_falloff", text="Power")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Distance")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Distance")
class PHYSICS_PT_collision(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Collision"
#bl_default_closed = True
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.operator("object.modifier_remove", text="Remove")
col = split.column()
#row = split.row(align=True)
#row.prop(md, "show_render", text="")
#row.prop(md, "show_viewport", text="")
coll = md.settings
else:
# add modifier
split.operator("object.modifier_add", text="Add").type = 'COLLISION'
split.label()
coll = None
if coll:
settings = context.object.collision
layout.active = settings.use
split = layout.split()
col = split.column()
col.label(text="Particle:")
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickness")
col.prop(settings, "use_particle_kill")
col.label(text="Particle Damping:")
sub = col.column(align=True)
sub.prop(settings, "damping_factor", text="Factor", slider=True)
sub.prop(settings, "damping_random", text="Random", slider=True)
col.label(text="Particle Friction:")
sub = col.column(align=True)
sub.prop(settings, "friction_factor", text="Factor", slider=True)
sub.prop(settings, "friction_random", text="Random", slider=True)
col = split.column()
col.label(text="Soft Body and Cloth:")
sub = col.column(align=True)
sub.prop(settings, "thickness_outer", text="Outer", slider=True)
sub.prop(settings, "thickness_inner", text="Inner", slider=True)
col.label(text="Soft Body Damping:")
col.prop(settings, "damping", text="Factor", slider=True)
col.label(text="Force Fields:")
col.prop(settings, "absorption", text="Absorption")
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()