forked from bartvdbraak/blender
44b74fa0ac
Jahka: please check on the Kink type and axis RNA Wrapping. Todo: Make Curve Guide Field only available for Curve Objects.
201 lines
5.5 KiB
Python
201 lines
5.5 KiB
Python
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import bpy
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from buttons_physics_common import basic_force_field_settings_ui
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from buttons_physics_common import basic_force_field_falloff_ui
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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
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__region_type__ = 'WINDOW'
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__context__ = "physics"
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def poll(self, context):
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rd = context.scene.render_data
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return (context.object) and (not rd.use_game_engine)
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class PHYSICS_PT_field(PhysicButtonsPanel):
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__label__ = "Force Fields"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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field = ob.field
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split = layout.split(percentage=0.2)
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split.itemL(text="Type:")
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split.itemR(field, "type",text="")
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if field.type not in ('NONE', 'GUIDE', 'TEXTURE'):
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split = layout.split(percentage=0.2)
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#split = layout.row()
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split.itemL(text="Shape:")
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split.itemR(field, "shape", text="")
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split = layout.split()
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if field.type == 'NONE':
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return # nothing to draw
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elif field.type == 'GUIDE':
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col = split.column()
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col.itemR(field, "guide_minimum")
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col.itemR(field, "guide_free")
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col.itemR(field, "falloff_power")
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col.itemR(field, "guide_path_add")
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col = split.column()
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col.itemL(text="Clumping:")
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col.itemR(field, "guide_clump_amount")
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col.itemR(field, "guide_clump_shape")
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row = layout.row()
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row.itemR(field, "use_max_distance")
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sub = row.row()
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sub.active = field.use_max_distance
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sub.itemR(field, "maximum_distance")
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layout.itemS()
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layout.itemR(field, "guide_kink_type")
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if (field.guide_kink_type != "NONE"):
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layout.itemR(field, "guide_kink_axis")
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flow = layout.column_flow()
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flow.itemR(field, "guide_kink_frequency")
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flow.itemR(field, "guide_kink_shape")
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flow.itemR(field, "guide_kink_amplitude")
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elif field.type == 'TEXTURE':
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col = split.column()
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col.itemR(field, "strength")
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col.itemR(field, "texture", text="")
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col.itemR(field, "texture_mode", text="")
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col.itemR(field, "texture_nabla")
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col = split.column()
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col.itemR(field, "use_coordinates")
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col.itemR(field, "root_coordinates")
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col.itemR(field, "force_2d")
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else :
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basic_force_field_settings_ui(self, field)
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if field.type not in ('NONE', 'GUIDE'):
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layout.itemL(text="Falloff:")
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layout.itemR(field, "falloff_type", expand=True)
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basic_force_field_falloff_ui(self, field)
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if field.falloff_type == 'CONE':
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layout.itemS()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.itemL(text="Angular:")
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col.itemR(field, "use_radial_min", text="Use Minimum")
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col.itemR(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.itemR(field, "radial_falloff", text="Power")
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sub = col.column()
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sub.active = field.use_radial_min
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sub.itemR(field, "radial_minimum", text="Angle")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.itemR(field, "radial_maximum", text="Angle")
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elif field.falloff_type == 'TUBE':
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layout.itemS()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.itemL(text="Radial:")
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col.itemR(field, "use_radial_min", text="Use Minimum")
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col.itemR(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.itemR(field, "radial_falloff", text="Power")
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sub = col.column()
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sub.active = field.use_radial_min
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sub.itemR(field, "radial_minimum", text="Distance")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.itemR(field, "radial_maximum", text="Distance")
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class PHYSICS_PT_collision(PhysicButtonsPanel):
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__label__ = "Collision"
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#__default_closed__ = True
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def poll(self, context):
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ob = context.object
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rd = context.scene.render_data
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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md = context.collision
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split = layout.split()
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split.operator_context = 'EXEC_DEFAULT'
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if md:
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# remove modifier + settings
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split.set_context_pointer("modifier", md)
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split.itemO("object.modifier_remove", text="Remove")
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col = split.column()
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#row = split.row(align=True)
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#row.itemR(md, "render", text="")
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#row.itemR(md, "realtime", text="")
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coll = md.settings
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else:
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# add modifier
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split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
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split.itemL()
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coll = None
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if coll:
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settings = context.object.collision
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layout.active = settings.enabled
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split = layout.split()
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col = split.column()
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col.itemL(text="Particle:")
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col.itemR(settings, "permeability", slider=True)
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col.itemL(text="Particle Damping:")
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sub = col.column(align=True)
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sub.itemR(settings, "damping_factor", text="Factor", slider=True)
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sub.itemR(settings, "random_damping", text="Random", slider=True)
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col.itemL(text="Soft Body and Cloth:")
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sub = col.column(align=True)
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sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
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sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
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layout.itemL(text="Force Fields:")
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layout.itemR(settings, "absorption", text="Absorption")
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col = split.column()
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col.itemL(text="")
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col.itemR(settings, "kill_particles")
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col.itemL(text="Particle Friction:")
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sub = col.column(align=True)
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sub.itemR(settings, "friction_factor", text="Factor", slider=True)
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sub.itemR(settings, "random_friction", text="Random", slider=True)
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col.itemL(text="Soft Body Damping:")
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col.itemR(settings, "damping", text="Factor", slider=True)
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bpy.types.register(PHYSICS_PT_field)
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bpy.types.register(PHYSICS_PT_collision)
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