forked from bartvdbraak/blender
b4353a8443
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
216 lines
5.9 KiB
Python
216 lines
5.9 KiB
Python
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import bpy
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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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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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return (context.object != None)
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class PHYSICS_PT_field(PhysicButtonsPanel):
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__idname__ = "PHYSICS_PT_field"
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__label__ = "Force Fields"
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__default_closed__ = True
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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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#layout.active = field.enabled
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split = layout.split(percentage=0.3)
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split.itemL(text="Type:")
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split.itemR(field, "type", text=""
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)
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split = layout.split()
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sub = split.column()
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if field.type == "GUIDE":
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sub = col.column()
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sub.itemR(field, "guide_path_add")
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if field.type == "WIND":
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sub.itemR(field, "strength")
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sub = split.column()
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sub.itemR(field, "noise")
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sub.itemR(field, "seed")
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if field.type == "VORTEX":
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sub.itemR(field, "strength")
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sub = split.column()
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sub.itemL(text="")
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if field.type in ("SPHERICAL", "CHARGE", "LENNARDJ"):
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sub.itemR(field, "strength")
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sub = split.column()
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sub.itemR(field, "planar")
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sub.itemR(field, "surface")
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if field.type == "BOID":
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sub.itemR(field, "strength")
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sub = split.column()
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sub.itemR(field, "surface")
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if field.type == "MAGNET":
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sub.itemR(field, "strength")
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sub = split.column()
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sub.itemR(field, "planar")
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if field.type == "HARMONIC":
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sub.itemR(field, "strength")
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sub.itemR(field, "harmonic_damping", text="Damping")
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sub = split.column()
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sub.itemR(field, "surface")
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sub.itemR(field, "planar")
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if field.type == "TEXTURE":
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sub.itemR(field, "strength")
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sub.itemR(field, "texture", text="")
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sub.itemR(field, "texture_mode")
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sub.itemR(field, "texture_nabla")
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sub = split.column()
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sub.itemR(field, "use_coordinates")
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sub.itemR(field, "root_coordinates")
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sub.itemR(field, "force_2d")
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if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "WIND", "VORTEX", "TEXTURE", "MAGNET", "BOID"):
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layout.itemS()
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layout.itemL(text="Falloff:")
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layout.itemR(field, "falloff_type", expand=True)
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row = layout.row()
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row.itemR(field, "falloff_power", text="Power")
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row.itemR(field, "positive_z", text="Positive Z")
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layout.itemS()
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split = layout.split()
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sub = split.column()
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sub.itemR(field, "use_min_distance", text="Minimum")
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colsub1 = sub.column()
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colsub1.active = field.use_min_distance
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colsub1.itemR(field, "minimum_distance", text="Distance")
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sub = split.column()
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sub.itemR(field, "use_max_distance", text="Maximum")
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colsub2 = sub.column()
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colsub2.active = field.use_max_distance
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colsub2.itemR(field, "maximum_distance", text="Distance")
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if field.falloff_type == "CONE":
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layout.itemS()
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layout.itemL(text="Angular:")
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row = layout.row()
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row.itemR(field, "radial_falloff", text="Power")
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row.itemL(text="")
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split = layout.split()
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sub = split.column()
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sub.itemR(field, "use_radial_min", text="Minimum")
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colsub1 = sub.column()
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colsub1.active = field.use_radial_min
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colsub1.itemR(field, "radial_minimum", text="Angle")
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sub = split.column()
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sub.itemR(field, "use_radial_max", text="Maximum")
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colsub2 = sub.column()
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colsub2.active = field.use_radial_max
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colsub2.itemR(field, "radial_maximum", text="Angle")
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if field.falloff_type == "TUBE":
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layout.itemS()
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layout.itemL(text="Radial:")
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row = layout.row()
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row.itemR(field, "radial_falloff", text="Power")
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row.itemL(text="")
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split = layout.split()
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sub = split.column()
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sub.itemR(field, "use_radial_min", text="Minimum")
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colsub1 = sub.column()
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colsub1.active = field.use_radial_min
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colsub1.itemR(field, "radial_minimum", text="Distance")
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sub = split.column()
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sub.itemR(field, "use_radial_max", text="Maximum")
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colsub2 = sub.column()
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colsub2.active = field.use_radial_max
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colsub2.itemR(field, "radial_maximum", text="Distance")
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#if ob.type in "CURVE":
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#if field.type == "GUIDE":
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#colsub = col.column(align=True)
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#if field.type != "NONE":
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#layout.itemR(field, "strength")
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#if field.type in ("HARMONIC", "SPHERICAL", "CHARGE", "LENNARDj"):
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#if ob.type in ("MESH", "SURFACE", "FONT", "CURVE"):
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#layout.itemR(field, "surface")
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class PHYSICS_PT_collision(PhysicButtonsPanel):
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__idname__ = "PHYSICS_PT_collision"
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__label__ = "Collision"
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__default_closed__ = True
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def poll(self, context):
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ob = context.object
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return (ob and ob.type == 'MESH')
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def draw_header(self, context):
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settings = context.object.collision
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self.layout.itemR(settings, "enabled", text="")
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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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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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colsub = col.column(align=True)
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colsub.itemR(settings, "damping_factor", text="Factor", slider=True)
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colsub.itemR(settings, "random_damping", text="Random", slider=True)
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col.itemL(text="Soft Body and Cloth:")
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colsub = col.column(align=True)
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colsub.itemR(settings, "outer_thickness", text="Outer", slider=True)
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colsub.itemR(settings, "inner_thickness", text="Inner", slider=True)
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col.itemL(text="Force Fields:")
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layout.itemR(md, "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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colsub = col.column(align=True)
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colsub.itemR(settings, "friction_factor", text="Factor", slider=True)
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colsub.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) |