blender/release/ui/buttons_physics_field.py

216 lines
5.9 KiB
Python
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import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "physics"
def poll(self, context):
return (context.object != None)
class PHYSICS_PT_field(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_field"
__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")
Initial code for boids v2 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.
2009-07-20 23:52:53 +00:00
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")
Initial code for boids v2 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.
2009-07-20 23:52:53 +00:00
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):
__idname__ = "PHYSICS_PT_collision"
__label__ = "Collision"
__default_closed__ = True
def poll(self, context):
ob = context.object
return (ob and ob.type == 'MESH')
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)