blender/release/scripts/startup/bl_ui/properties_physics_field.py

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# ##### 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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
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from bl_ui.properties_physics_common import (basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
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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, Panel):
bl_label = "Force Fields"
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@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (not rd.use_game_engine) and (ob.field) and (ob.field.type != 'NONE')
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="")
elif field.type == 'TEXTURE':
split = layout.split(percentage=0.2)
split.label(text="Texture:")
split.row().template_ID(field, "texture", new="texture.new")
split = layout.split()
if field.type == 'NONE':
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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")
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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_mode", text="")
col.prop(field, "texture_nabla")
col = split.column()
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'SMOKE_FLOW':
col = split.column()
col.prop(field, "strength")
col.prop(field, "flow")
col = split.column()
col.label(text="Domain Object:")
col.prop(field, "source_object", "")
col.prop(field, "use_smoke_density")
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, Panel):
bl_label = "Collision"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.collision)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
coll = md.settings
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, "stickiness")
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")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)