blender/release/scripts/ui/properties_physics_common.py
2011-02-18 07:42:38 +00:00

296 lines
9.0 KiB
Python

# ##### 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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
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)
def physics_add(self, layout, md, name, type, typeicon, toggles):
sub = layout.row(align=True)
if md:
sub.context_pointer_set("modifier", md)
sub.operator("object.modifier_remove", text=name, icon='X')
if(toggles):
sub.prop(md, "show_render", text="")
sub.prop(md, "show_viewport", text="")
else:
sub.operator("object.modifier_add", text=name, icon=typeicon).type = type
class PHYSICS_PT_add(PhysicButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
ob = context.object
layout = self.layout
layout.label("Enable physics for:")
split = layout.split()
col = split.column()
if(context.object.field.type == 'NONE'):
col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
else:
col.operator("object.forcefield_toggle", text="Force Field", icon='X')
if(ob.type == 'MESH'):
physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
col = split.column()
if(ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE'):
physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
if(ob.type == 'MESH'):
physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
#cachetype can be 'PSYS' 'HAIR' 'SMOKE' etc
def point_cache_ui(self, context, cache, enabled, cachetype):
layout = self.layout
layout.context_pointer_set("point_cache", cache)
row = layout.row()
row.template_list(cache, "point_caches", cache.point_caches, "active_index", rows=2)
col = row.column(align=True)
col.operator("ptcache.add", icon='ZOOMIN', text="")
col.operator("ptcache.remove", icon='ZOOMOUT', text="")
row = layout.row()
if cachetype in ('PSYS', 'HAIR', 'SMOKE'):
row.prop(cache, "use_external")
if cache.use_external:
split = layout.split(percentage=0.80)
split.prop(cache, "name", text="File Name")
split.prop(cache, "index", text="")
row = layout.row()
row.label(text="File Path:")
row.prop(cache, "use_library_path", "Use Lib Path")
layout.prop(cache, "filepath", text="")
layout.label(text=cache.info)
else:
if cachetype == 'SMOKE':
if bpy.data.is_dirty:
layout.label(text="Cache is disabled until the file is saved")
layout.enabled = False
if cache.use_disk_cache:
layout.prop(cache, "name", text="File Name")
else:
layout.prop(cache, "name", text="Cache Name")
row = layout.row(align=True)
if cachetype != 'PSYS':
row.enabled = enabled
row.prop(cache, "frame_start")
row.prop(cache, "frame_end")
if cachetype not in ('SMOKE', 'CLOTH'):
row.prop(cache, "frame_step")
row.prop(cache, "use_quick_cache")
if cachetype != 'SMOKE':
layout.label(text=cache.info)
if cachetype != 'SMOKE':
split = layout.split()
split.enabled = enabled and (not bpy.data.is_dirty)
col = split.column()
col.prop(cache, "use_disk_cache")
col = split.column()
col.active = cache.use_disk_cache
col.prop(cache, "use_library_path", "Use Lib Path")
row = layout.row()
row.enabled = enabled and (not bpy.data.is_dirty)
row.active = cache.use_disk_cache
row.label(text="Compression:")
row.prop(cache, "compression", expand=True)
layout.separator()
split = layout.split()
col = split.column()
if cache.is_baked == True:
col.operator("ptcache.free_bake", text="Free Bake")
else:
col.operator("ptcache.bake", text="Bake").bake = True
sub = col.row()
sub.enabled = (cache.frames_skipped or cache.is_outdated) and enabled
sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
sub = col.column()
sub.enabled = enabled
sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
col = split.column()
col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
col.operator("ptcache.free_bake_all", text="Free All Bakes")
col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
def effector_weights_ui(self, context, weights):
layout = self.layout
layout.prop(weights, "group")
split = layout.split()
col = split.column()
col.prop(weights, "gravity", slider=True)
col = split.column()
col.prop(weights, "all", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(weights, "force", slider=True)
col.prop(weights, "vortex", slider=True)
col.prop(weights, "magnetic", slider=True)
col.prop(weights, "wind", slider=True)
col.prop(weights, "curve_guide", slider=True)
col.prop(weights, "texture", slider=True)
col = split.column()
col.prop(weights, "harmonic", slider=True)
col.prop(weights, "charge", slider=True)
col.prop(weights, "lennardjones", slider=True)
col.prop(weights, "turbulence", slider=True)
col.prop(weights, "drag", slider=True)
col.prop(weights, "boid", slider=True)
def basic_force_field_settings_ui(self, context, field):
layout = self.layout
split = layout.split()
if not field or field.type == 'NONE':
return
col = split.column()
if field.type == 'DRAG':
col.prop(field, "linear_drag", text="Linear")
else:
col.prop(field, "strength")
if field.type == 'TURBULENCE':
col.prop(field, "size")
col.prop(field, "flow")
elif field.type == 'HARMONIC':
col.prop(field, "harmonic_damping", text="Damping")
col.prop(field, "rest_length")
elif field.type == 'VORTEX' and field.shape != 'POINT':
col.prop(field, "inflow")
elif field.type == 'DRAG':
col.prop(field, "quadratic_drag", text="Quadratic")
else:
col.prop(field, "flow")
col = split.column()
sub = col.column(align=True)
sub.prop(field, "noise")
sub.prop(field, "seed")
if field.type == 'TURBULENCE':
col.prop(field, "use_global_coords", text="Global")
elif field.type == 'HARMONIC':
col.prop(field, "use_multiple_springs")
split = layout.split()
col = split.column()
col.label(text="Effect point:")
col.prop(field, "apply_to_location")
col.prop(field, "apply_to_rotation")
col = split.column()
col.label(text="Collision:")
col.prop(field, "use_absorption")
def basic_force_field_falloff_ui(self, context, field):
layout = self.layout
# XXX: This doesn't update for some reason.
#split = layout.split()
split = layout.split(percentage=0.35)
if not field or field.type == 'NONE':
return
col = split.column()
col.prop(field, "z_direction", text="")
col = split.column()
col.prop(field, "falloff_power", text="Power")
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop(field, "use_min_distance", text="")
sub = row.row()
sub.active = field.use_min_distance
sub.prop(field, "distance_min", text="Minimum")
col = split.column()
row = col.row(align=True)
row.prop(field, "use_max_distance", text="")
sub = row.row()
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="Maximum")
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()