2.6 Physics UI Files:

* Remove redundant check for md, this is already done in the super class poll.
This commit is contained in:
Thomas Dinges 2011-11-10 19:10:23 +00:00
parent c8cb79a11f
commit 9e3deee808
5 changed files with 262 additions and 271 deletions

@ -60,61 +60,59 @@ class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel):
md = context.cloth
ob = context.object
cloth = md.settings
if md:
cloth = md.settings
split = layout.split()
split = layout.split()
split.active = cloth_panel_enabled(md)
split.active = cloth_panel_enabled(md)
col = split.column()
col = split.column()
col.label(text="Presets:")
sub = col.row(align=True)
sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label)
sub.operator("cloth.preset_add", text="", icon='ZOOMIN')
sub.operator("cloth.preset_add", text="", icon='ZOOMOUT').remove_active = True
col.label(text="Presets:")
sub = col.row(align=True)
sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label)
sub.operator("cloth.preset_add", text="", icon='ZOOMIN')
sub.operator("cloth.preset_add", text="", icon='ZOOMOUT').remove_active = True
col.label(text="Quality:")
col.prop(cloth, "quality", text="Steps", slider=True)
col.label(text="Quality:")
col.prop(cloth, "quality", text="Steps", slider=True)
col.label(text="Material:")
col.prop(cloth, "mass")
col.prop(cloth, "structural_stiffness", text="Structural")
col.prop(cloth, "bending_stiffness", text="Bending")
col.label(text="Material:")
col.prop(cloth, "mass")
col.prop(cloth, "structural_stiffness", text="Structural")
col.prop(cloth, "bending_stiffness", text="Bending")
col = split.column()
col = split.column()
col.label(text="Damping:")
col.prop(cloth, "spring_damping", text="Spring")
col.prop(cloth, "air_damping", text="Air")
col.label(text="Damping:")
col.prop(cloth, "spring_damping", text="Spring")
col.prop(cloth, "air_damping", text="Air")
col.prop(cloth, "use_pin_cloth", text="Pinning")
sub = col.column()
sub.active = cloth.use_pin_cloth
sub.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="")
sub.prop(cloth, "pin_stiffness", text="Stiffness")
col.prop(cloth, "use_pin_cloth", text="Pinning")
sub = col.column()
sub.active = cloth.use_pin_cloth
sub.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="")
sub.prop(cloth, "pin_stiffness", text="Stiffness")
col.label(text="Pre roll:")
col.prop(cloth, "pre_roll", text="Frame")
col.label(text="Pre roll:")
col.prop(cloth, "pre_roll", text="Frame")
# Disabled for now
"""
if cloth.vertex_group_mass:
layout.label(text="Goal:")
# Disabled for now
"""
if cloth.vertex_group_mass:
layout.label(text="Goal:")
col = layout.column_flow()
col.prop(cloth, "goal_default", text="Default")
col.prop(cloth, "goal_spring", text="Stiffness")
col.prop(cloth, "goal_friction", text="Friction")
"""
col = layout.column_flow()
col.prop(cloth, "goal_default", text="Default")
col.prop(cloth, "goal_spring", text="Stiffness")
col.prop(cloth, "goal_friction", text="Friction")
"""
key = ob.data.shape_keys
key = ob.data.shape_keys
if key:
col.label(text="Rest Shape Key:")
col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="")
if key:
col.label(text="Rest Shape Key:")
col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="")
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel):

@ -45,73 +45,72 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, bpy.types.Panel):
md = context.dynamic_paint
ob = context.object
if md:
layout.prop(md, "ui_type", expand=True)
layout.prop(md, "ui_type", expand=True)
if (md.ui_type == "CANVAS"):
canvas = md.canvas_settings
if (md.ui_type == "CANVAS"):
canvas = md.canvas_settings
if (not canvas):
layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
else:
layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
surface = canvas.canvas_surfaces.active
row = layout.row()
row.template_list(canvas, "canvas_surfaces", canvas.canvas_surfaces, "active_index", rows=2)
col = row.column(align=True)
col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
if (not canvas):
layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
else:
layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
surface = canvas.canvas_surfaces.active
row = layout.row()
row.template_list(canvas, "canvas_surfaces", canvas.canvas_surfaces, "active_index", rows=2)
col = row.column(align=True)
col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
if surface:
layout.prop(surface, "name")
layout.prop(surface, "surface_format", expand=False)
col = layout.column()
if surface:
layout.prop(surface, "name")
layout.prop(surface, "surface_format", expand=False)
col = layout.column()
if surface.surface_format != "VERTEX":
col.label(text="Quality:")
col.prop(surface, "image_resolution")
col.prop(surface, "use_antialiasing")
col = layout.column()
col.label(text="Frames:")
split = col.split()
col = split.column(align=True)
col.prop(surface, "frame_start", text="Start")
col.prop(surface, "frame_end", text="End")
col = split.column()
col.prop(surface, "frame_substeps")
elif (md.ui_type == "BRUSH"):
brush = md.brush_settings
engine = context.scene.render.engine
if surface.surface_format != "VERTEX":
col.label(text="Quality:")
col.prop(surface, "image_resolution")
col.prop(surface, "use_antialiasing")
if (not brush):
layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
else:
layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
split = layout.split()
col = split.column()
col.prop(brush, "absolute_alpha")
col.prop(brush, "paint_erase")
col.prop(brush, "paint_wetness", text="Wetness")
col = layout.column()
col.label(text="Frames:")
split = col.split()
col = split.column(align=True)
col.prop(surface, "frame_start", text="Start")
col.prop(surface, "frame_end", text="End")
col = split.column()
if (engine == 'BLENDER_RENDER'):
sub = col.column()
sub.active = (brush.paint_source != "PARTICLE_SYSTEM");
sub.prop(brush, "use_material")
if brush.use_material and brush.paint_source != "PARTICLE_SYSTEM" and (engine == 'BLENDER_RENDER'):
col.prop(brush, "material", text="")
col.prop(brush, "paint_alpha", text="Alpha Factor")
else:
col.prop(brush, "paint_color", text="")
col.prop(brush, "paint_alpha", text="Alpha")
col.prop(surface, "frame_substeps")
elif (md.ui_type == "BRUSH"):
brush = md.brush_settings
engine = context.scene.render.engine
if (not brush):
layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
else:
layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
split = layout.split()
col = split.column()
col.prop(brush, "absolute_alpha")
col.prop(brush, "paint_erase")
col.prop(brush, "paint_wetness", text="Wetness")
col = split.column()
if (engine == 'BLENDER_RENDER'):
sub = col.column()
sub.active = (brush.paint_source != "PARTICLE_SYSTEM");
sub.prop(brush, "use_material")
if brush.use_material and brush.paint_source != "PARTICLE_SYSTEM" and (engine == 'BLENDER_RENDER'):
col.prop(brush, "material", text="")
col.prop(brush, "paint_alpha", text="Alpha Factor")
else:
col.prop(brush, "paint_color", text="")
col.prop(brush, "paint_alpha", text="Alpha")
class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, bpy.types.Panel):

@ -40,151 +40,149 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel):
layout = self.layout
md = context.fluid
fluid = md.settings
if md:
fluid = md.settings
row = layout.row()
if fluid is None:
row.label("Built without fluids")
return
row = layout.row()
if fluid is None:
row.label("Built without fluids")
return
row.prop(fluid, "type")
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID'}:
row.prop(fluid, "use", text="")
row.prop(fluid, "type")
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID'}:
row.prop(fluid, "use", text="")
layout = layout.column()
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID'}:
layout.active = fluid.use
layout = layout.column()
if fluid.type not in {'NONE', 'DOMAIN', 'PARTICLE', 'FLUID'}:
layout.active = fluid.use
if fluid.type == 'DOMAIN':
layout.operator("fluid.bake", text="Bake (Req. Memory:" + " %s)" % fluid.memory_estimate, icon='MOD_FLUIDSIM')
split = layout.split()
if fluid.type == 'DOMAIN':
layout.operator("fluid.bake", text="Bake (Req. Memory:" + " %s)" % fluid.memory_estimate, icon='MOD_FLUIDSIM')
split = layout.split()
col = split.column()
col.label(text="Resolution:")
col.prop(fluid, "resolution", text="Final")
col.label(text="Render Display:")
col.prop(fluid, "render_display_mode", text="")
col = split.column()
col.label(text="Resolution:")
col.prop(fluid, "resolution", text="Final")
col.label(text="Render Display:")
col.prop(fluid, "render_display_mode", text="")
col = split.column()
col.label()
col.prop(fluid, "preview_resolution", text="Preview")
col.label(text="Viewport Display:")
col.prop(fluid, "viewport_display_mode", text="")
col = split.column()
col.label()
col.prop(fluid, "preview_resolution", text="Preview")
col.label(text="Viewport Display:")
col.prop(fluid, "viewport_display_mode", text="")
split = layout.split()
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Start")
sub.prop(fluid, "end_time", text="End")
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Start")
sub.prop(fluid, "end_time", text="End")
col = split.column()
col.label()
col.prop(fluid, "use_speed_vectors")
col.prop(fluid, "use_reverse_frames")
col = split.column()
col.label()
col.prop(fluid, "use_speed_vectors")
col.prop(fluid, "use_reverse_frames")
layout.prop(fluid, "filepath", text="")
layout.prop(fluid, "filepath", text="")
elif fluid.type == 'FLUID':
split = layout.split()
elif fluid.type == 'FLUID':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Initial Velocity:")
col.prop(fluid, "initial_velocity", text="")
col = split.column()
col.label(text="Initial Velocity:")
col.prop(fluid, "initial_velocity", text="")
elif fluid.type == 'OBSTACLE':
split = layout.split()
elif fluid.type == 'OBSTACLE':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Slip Type:")
col.prop(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
col = split.column()
col.label(text="Slip Type:")
col.prop(fluid, "slip_type", text="")
if fluid.slip_type == 'PARTIALSLIP':
col.prop(fluid, "partial_slip_factor", slider=True, text="Amount")
col.label(text="Impact:")
col.prop(fluid, "impact_factor", text="Factor")
col.label(text="Impact:")
col.prop(fluid, "impact_factor", text="Factor")
elif fluid.type == 'INFLOW':
split = layout.split()
elif fluid.type == 'INFLOW':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
row = col.row()
row.active = not fluid.use_animated_mesh
row.prop(fluid, "use_local_coords")
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
row = col.row()
row.active = not fluid.use_animated_mesh
row.prop(fluid, "use_local_coords")
col = split.column()
col.label(text="Inflow Velocity:")
col.prop(fluid, "inflow_velocity", text="")
col = split.column()
col.label(text="Inflow Velocity:")
col.prop(fluid, "inflow_velocity", text="")
elif fluid.type == 'OUTFLOW':
split = layout.split()
elif fluid.type == 'OUTFLOW':
split = layout.split()
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
col = split.column()
col.label(text="Volume Initialization:")
col.prop(fluid, "volume_initialization", text="")
col.prop(fluid, "use_animated_mesh")
split.column()
split.column()
elif fluid.type == 'PARTICLE':
split = layout.split()
elif fluid.type == 'PARTICLE':
split = layout.split()
col = split.column()
col.label(text="Influence:")
col.prop(fluid, "particle_influence", text="Size")
col.prop(fluid, "alpha_influence", text="Alpha")
col = split.column()
col.label(text="Influence:")
col.prop(fluid, "particle_influence", text="Size")
col.prop(fluid, "alpha_influence", text="Alpha")
col = split.column()
col.label(text="Type:")
col.prop(fluid, "use_drops")
col.prop(fluid, "use_floats")
col.prop(fluid, "show_tracer")
col = split.column()
col.label(text="Type:")
col.prop(fluid, "use_drops")
col.prop(fluid, "use_floats")
col.prop(fluid, "show_tracer")
layout.prop(fluid, "filepath", text="")
layout.prop(fluid, "filepath", text="")
elif fluid.type == 'CONTROL':
split = layout.split()
elif fluid.type == 'CONTROL':
split = layout.split()
col = split.column()
col.label(text="")
col.prop(fluid, "quality", slider=True)
col.prop(fluid, "use_reverse_frames")
col = split.column()
col.label(text="")
col.prop(fluid, "quality", slider=True)
col.prop(fluid, "use_reverse_frames")
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Start")
sub.prop(fluid, "end_time", text="End")
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(fluid, "start_time", text="Start")
sub.prop(fluid, "end_time", text="End")
split = layout.split()
split = layout.split()
col = split.column()
col.label(text="Attraction Force:")
sub = col.column(align=True)
sub.prop(fluid, "attraction_strength", text="Strength")
sub.prop(fluid, "attraction_radius", text="Radius")
col = split.column()
col.label(text="Attraction Force:")
sub = col.column(align=True)
sub.prop(fluid, "attraction_strength", text="Strength")
sub.prop(fluid, "attraction_radius", text="Radius")
col = split.column()
col.label(text="Velocity Force:")
sub = col.column(align=True)
sub.prop(fluid, "velocity_strength", text="Strength")
sub.prop(fluid, "velocity_radius", text="Radius")
col = split.column()
col.label(text="Velocity Force:")
sub = col.column(align=True)
sub.prop(fluid, "velocity_strength", text="Strength")
sub.prop(fluid, "velocity_radius", text="Radius")
class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel):

@ -47,60 +47,59 @@ class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
md = context.smoke
ob = context.object
if md:
layout.prop(md, "smoke_type", expand=True)
layout.prop(md, "smoke_type", expand=True)
if md.smoke_type == 'DOMAIN':
domain = md.domain_settings
if md.smoke_type == 'DOMAIN':
domain = md.domain_settings
split = layout.split()
split = layout.split()
split.enabled = not domain.point_cache.is_baked
split.enabled = not domain.point_cache.is_baked
col = split.column()
col.label(text="Resolution:")
col.prop(domain, "resolution_max", text="Divisions")
col.label(text="Time:")
col.prop(domain, "time_scale", text="Scale")
col.label(text="Border Collisions:")
col.prop(domain, "collision_extents", text="")
col = split.column()
col.label(text="Resolution:")
col.prop(domain, "resolution_max", text="Divisions")
col.label(text="Time:")
col.prop(domain, "time_scale", text="Scale")
col.label(text="Border Collisions:")
col.prop(domain, "collision_extents", text="")
col = split.column()
col.label(text="Behavior:")
col.prop(domain, "alpha")
col.prop(domain, "beta", text="Temp. Diff.")
col.prop(domain, "vorticity")
col.prop(domain, "use_dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.use_dissolve_smoke
sub.prop(domain, "dissolve_speed", text="Time")
sub.prop(domain, "use_dissolve_smoke_log", text="Slow")
col = split.column()
col.label(text="Behavior:")
col.prop(domain, "alpha")
col.prop(domain, "beta", text="Temp. Diff.")
col.prop(domain, "vorticity")
col.prop(domain, "use_dissolve_smoke", text="Dissolve")
sub = col.column()
sub.active = domain.use_dissolve_smoke
sub.prop(domain, "dissolve_speed", text="Time")
sub.prop(domain, "use_dissolve_smoke_log", text="Slow")
elif md.smoke_type == 'FLOW':
elif md.smoke_type == 'FLOW':
flow = md.flow_settings
flow = md.flow_settings
split = layout.split()
split = layout.split()
col = split.column()
col.prop(flow, "use_outflow")
col.label(text="Particle System:")
col.prop_search(flow, "particle_system", ob, "particle_systems", text="")
col = split.column()
col.prop(flow, "use_outflow")
col.label(text="Particle System:")
col.prop_search(flow, "particle_system", ob, "particle_systems", text="")
sub = col.column()
sub.active = not md.flow_settings.use_outflow
sub = col.column()
sub.active = not md.flow_settings.use_outflow
sub.prop(flow, "initial_velocity", text="Initial Velocity")
sub = sub.column()
sub.active = flow.initial_velocity
sub.prop(flow, "velocity_factor", text="Multiplier")
sub.prop(flow, "initial_velocity", text="Initial Velocity")
sub = sub.column()
sub.active = flow.initial_velocity
sub.prop(flow, "velocity_factor", text="Multiplier")
sub = split.column()
sub.active = not md.flow_settings.use_outflow
sub.label(text="Initial Values:")
sub.prop(flow, "use_absolute")
sub.prop(flow, "density")
sub.prop(flow, "temperature")
sub = split.column()
sub.active = not md.flow_settings.use_outflow
sub.label(text="Initial Values:")
sub.prop(flow, "use_absolute")
sub.prop(flow, "density")
sub.prop(flow, "temperature")
class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel):

@ -39,8 +39,6 @@ class PhysicButtonsPanel():
def poll(cls, context):
ob = context.object
rd = context.scene.render
# return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
# i really hate touching things i do not understand completely .. but i think this should read (bjornmose)
return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (not rd.use_game_engine) and (context.soft_body)
@ -53,22 +51,21 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
md = context.soft_body
ob = context.object
if md:
softbody = md.settings
softbody = md.settings
# General
split = layout.split()
split.enabled = softbody_panel_enabled(md)
# General
split = layout.split()
split.enabled = softbody_panel_enabled(md)
col = split.column()
col.label(text="Object:")
col.prop(softbody, "friction")
col.prop(softbody, "mass")
col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass:")
col = split.column()
col.label(text="Object:")
col.prop(softbody, "friction")
col.prop(softbody, "mass")
col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass:")
col = split.column()
col.label(text="Simulation:")
col.prop(softbody, "speed")
col = split.column()
col.label(text="Simulation:")
col.prop(softbody, "speed")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):