blender/release/ui/buttons_physics_softbody.py

266 lines
6.5 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):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_softbody(PhysicButtonsPanel):
__label__ = "Soft Body"
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
split = layout.split()
split.operator_context = "EXEC_DEFAULT"
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", 'SOFT_BODY', text="Add")
split.itemL("")
if md:
softbody = md.settings
# General
split = layout.split()
col = split.column()
col.itemL(text="Object:")
col.itemR(softbody, "mass")
col.itemR(softbody, "friction")
col = split.column()
col.itemL(text="Simulation:")
col.itemR(softbody, "gravity")
col.itemR(softbody, "speed")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
__label__ = "Soft Body Cache"
__default_closed__ = True
def poll(self, context):
return (context.soft_body)
def draw(self, context):
layout = self.layout
cache = context.soft_body.point_cache
row = layout.row()
row.itemR(cache, "name")
row = layout.row()
row.itemR(cache, "start_frame")
row.itemR(cache, "end_frame")
row = layout.row()
if cache.baked == True:
row.itemO("ptcache.free_bake_softbody", text="Free Bake")
else:
row.item_booleanO("ptcache.cache_softbody", "bake", True, text="Bake")
sub = row.row()
sub.enabled = cache.frames_skipped or cache.outdated
sub.itemO("ptcache.cache_softbody", text="Calculate to Current Frame")
row = layout.row()
row.itemO("ptcache.bake_from_softbody_cache", text="Current Cache to Bake")
row.itemR(cache, "step");
row = layout.row()
row.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.itemO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("ptcache.free_bake_all", text="Free All Bakes")
layout.itemO("ptcache.bake_all", text="Update All Dynamics to current frame")
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
__label__ = "Soft Body Goal"
def poll(self, context):
return (context.soft_body)
def draw_header(self, context):
layout = self.layout
softbody = context.soft_body.settings
layout.itemR(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
split = layout.split()
if md:
softbody = md.settings
layout.active = softbody.use_goal
# Goal
split = layout.split()
col = split.column()
col.itemL(text="Goal Strengths:")
col.itemR(softbody, "goal_default", text="Default")
sub = col.column(align=True)
sub.itemR(softbody, "goal_min", text="Minimum")
sub.itemR(softbody, "goal_max", text="Maximum")
col = split.column()
col.itemL(text="Goal Settings:")
col.itemR(softbody, "goal_spring", text="Stiffness")
col.itemR(softbody, "goal_friction", text="Damping")
layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
__label__ = "Soft Body Edges"
def poll(self, context):
return (context.soft_body)
def draw_header(self, context):
layout = self.layout
softbody = context.soft_body.settings
layout.itemR(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
if md:
softbody = md.settings
layout.active = softbody.use_edges
split = layout.split()
col = split.column()
col.itemL(text="Springs:")
col.itemR(softbody, "pull")
col.itemR(softbody, "push")
col.itemR(softbody, "damp")
col.itemR(softbody, "plastic")
col.itemR(softbody, "bending")
col.itemR(softbody, "spring_length", text="Length")
col = split.column()
col.itemR(softbody, "stiff_quads")
sub = col.column()
sub.active = softbody.stiff_quads
sub.itemR(softbody, "shear")
col.itemR(softbody, "new_aero", text="Aero")
sub = col.column()
sub.enabled = softbody.new_aero
sub.itemR(softbody, "aero", text="Factor")
col.itemL(text="Collision:")
col.itemR(softbody, "edge_collision", text="Edge")
col.itemR(softbody, "face_collision", text="Face")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
__label__ = "Soft Body Collision"
def poll(self, context):
return (context.soft_body)
def draw_header(self, context):
layout = self.layout
softbody = context.soft_body.settings
layout.itemR(softbody, "self_collision", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
if md:
softbody = md.settings
layout.active = softbody.self_collision
layout.itemL(text="Collision Type:")
layout.itemR(softbody, "collision_type", expand=True)
col = layout.column(align=True)
col.itemL(text="Ball:")
col.itemR(softbody, "ball_size", text="Size")
col.itemR(softbody, "ball_stiff", text="Stiffness")
col.itemR(softbody, "ball_damp", text="Dampening")
class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
__label__ = "Soft Body Solver"
def poll(self, context):
return (context.soft_body)
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
if md:
softbody = md.settings
# Solver
split = layout.split()
col = split.column(align=True)
col.itemL(text="Step Size:")
col.itemR(softbody, "minstep")
col.itemR(softbody, "maxstep")
col.itemR(softbody, "auto_step", text="Auto-Step")
col = split.column()
col.itemR(softbody, "error_limit")
col.itemL(text="Helpers:")
col.itemR(softbody, "choke")
col.itemR(softbody, "fuzzy")
layout.itemL(text="Diagnostics:")
layout.itemR(softbody, "diagnose")
bpy.types.register(PHYSICS_PT_softbody)
bpy.types.register(PHYSICS_PT_softbody_cache)
bpy.types.register(PHYSICS_PT_softbody_goal)
bpy.types.register(PHYSICS_PT_softbody_edge)
bpy.types.register(PHYSICS_PT_softbody_collision)
bpy.types.register(PHYSICS_PT_softbody_solver)