forked from bartvdbraak/blender
Brecht Van Lommel
f9cf2e2f6c
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
238 lines
7.8 KiB
Python
238 lines
7.8 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 bpy.types import Panel
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from .properties_physics_common import (
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basic_force_field_settings_ui,
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basic_force_field_falloff_ui,
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)
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class PhysicButtonsPanel:
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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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@classmethod
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def poll(cls, context):
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return (context.object) and (context.engine in cls.COMPAT_ENGINES)
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class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
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bl_label = "Force Fields"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (context.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type != 'NONE')
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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.label(text="Type:")
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split.prop(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.label(text="Shape:")
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split.prop(field, "shape", text="")
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elif field.type == 'TEXTURE':
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split = layout.split(percentage=0.2)
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split.label(text="Texture:")
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split.row().template_ID(field, "texture", new="texture.new")
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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.prop(field, "guide_minimum")
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col.prop(field, "guide_free")
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col.prop(field, "falloff_power")
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col.prop(field, "use_guide_path_add")
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col.prop(field, "use_guide_path_weight")
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col = split.column()
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col.label(text="Clumping:")
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col.prop(field, "guide_clump_amount")
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col.prop(field, "guide_clump_shape")
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row = layout.row()
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row.prop(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.prop(field, "distance_max")
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layout.separator()
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layout.prop(field, "guide_kink_type")
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if field.guide_kink_type != 'NONE':
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layout.prop(field, "guide_kink_axis")
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split = layout.split()
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col = split.column()
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col.prop(field, "guide_kink_frequency")
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col.prop(field, "guide_kink_shape")
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col = split.column()
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col.prop(field, "guide_kink_amplitude")
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elif field.type == 'TEXTURE':
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col = split.column()
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col.prop(field, "strength")
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col.prop(field, "texture_mode", text="")
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col.prop(field, "texture_nabla")
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col = split.column()
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col.prop(field, "use_object_coords")
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col.prop(field, "use_2d_force")
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elif field.type == 'SMOKE_FLOW':
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col = split.column()
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col.prop(field, "strength")
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col.prop(field, "flow")
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col = split.column()
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col.label(text="Domain Object:")
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col.prop(field, "source_object", "")
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col.prop(field, "use_smoke_density")
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else:
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basic_force_field_settings_ui(self, context, field)
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if field.type not in {'NONE', 'GUIDE'}:
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layout.label(text="Falloff:")
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layout.row().prop(field, "falloff_type", expand=True)
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basic_force_field_falloff_ui(self, context, field)
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if field.falloff_type == 'CONE':
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layout.separator()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Angular:")
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col.prop(field, "use_radial_min", text="Use Minimum")
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col.prop(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.prop(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.prop(field, "radial_min", text="Angle")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Angle")
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elif field.falloff_type == 'TUBE':
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layout.separator()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Radial:")
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col.prop(field, "use_radial_min", text="Use Minimum")
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col.prop(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.prop(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.prop(field, "radial_min", text="Distance")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Distance")
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class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
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bl_label = "Collision"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
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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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coll = md.settings
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if coll:
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settings = context.object.collision
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layout.active = settings.use
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split = layout.split()
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col = split.column()
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col.label(text="Particle:")
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col.prop(settings, "permeability", slider=True)
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col.prop(settings, "stickiness")
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col.prop(settings, "use_particle_kill")
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col.label(text="Particle Damping:")
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sub = col.column(align=True)
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sub.prop(settings, "damping_factor", text="Factor", slider=True)
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sub.prop(settings, "damping_random", text="Random", slider=True)
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col.label(text="Particle Friction:")
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sub = col.column(align=True)
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sub.prop(settings, "friction_factor", text="Factor", slider=True)
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sub.prop(settings, "friction_random", text="Random", slider=True)
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col = split.column()
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col.label(text="Soft Body and Cloth:")
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sub = col.column(align=True)
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sub.prop(settings, "thickness_outer", text="Outer", slider=True)
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sub.prop(settings, "thickness_inner", text="Inner", slider=True)
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col.label(text="Soft Body Damping:")
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col.prop(settings, "damping", text="Factor", slider=True)
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col.label(text="Force Fields:")
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col.prop(settings, "absorption", text="Absorption")
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classes = (
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PHYSICS_PT_field,
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PHYSICS_PT_collision,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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