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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>
from bpy.types import (
Panel,
)
from bl_ui.properties_physics_common import (
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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"
@staticmethod
def poll_force_field(context):
ob = context.object
return (ob and (ob.field) and (ob.field.type != 'NONE'))
@staticmethod
def poll_collision(context):
ob = context.object
return (ob and ob.type == 'MESH') and (context.collision)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "type")
class PHYSICS_PT_field_settings(PhysicButtonsPanel, Panel):
bl_label = "Settings"
bl_parent_id = 'PHYSICS_PT_field'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
layout.prop(field, "shape", text="Shape")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if field.type == 'NONE':
return # nothing to draw.
elif field.type == 'GUIDE':
col = flow.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.separator()
col = flow.column()
col.prop(field, "guide_clump_amount", text="Clumping amount")
col.prop(field, "guide_clump_shape")
col.prop(field, "use_max_distance")
sub = col.column()
sub.active = field.use_max_distance
sub.prop(field, "distance_max")
elif field.type == 'TEXTURE':
col = flow.column()
col.prop(field, "texture_mode")
col.separator()
col.prop(field, "strength")
col = flow.column()
col.prop(field, "texture_nabla")
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'SMOKE_FLOW':
col = flow.column()
col.prop(field, "strength")
col.prop(field, "flow")
col = flow.column()
col.prop(field, "source_object")
col.prop(field, "use_smoke_density")
else:
del flow
basic_force_field_settings_ui(self, field)
class PHYSICS_PT_field_settings_kink(PhysicButtonsPanel, Panel):
bl_label = "Kink"
bl_parent_id = 'PHYSICS_PT_field_settings'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'GUIDE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "guide_kink_type", text="Type")
if field.guide_kink_type != 'NONE':
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(field, "guide_kink_axis")
col.prop(field, "guide_kink_frequency")
col = flow.column()
col.prop(field, "guide_kink_shape")
col.prop(field, "guide_kink_amplitude")
class PHYSICS_PT_field_settings_texture_select(PhysicButtonsPanel, Panel):
bl_label = "Texture"
bl_parent_id = 'PHYSICS_PT_field_settings'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'TEXTURE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
layout.row().template_ID(field, "texture", new="texture.new")
class PHYSICS_PT_field_falloff(PhysicButtonsPanel, Panel):
bl_label = "Falloff"
bl_parent_id = "PHYSICS_PT_field"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type not in {'NONE', 'GUIDE'}) and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "falloff_type", text="Shape")
basic_force_field_falloff_ui(self, field)
class PHYSICS_PT_field_falloff_angular(PhysicButtonsPanel, Panel):
bl_label = "Angular"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'CONE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Min Angle")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Angle")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Max Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Angle")
class PHYSICS_PT_field_falloff_radial(PhysicButtonsPanel, Panel):
bl_label = "Radial"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'TUBE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Minimum")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Distance")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Maximum")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Distance")
def collision_warning(layout):
row = layout.row(align=True)
row.alignment = 'RIGHT'
row.label(text="No collision settings available")
class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
bl_label = "Collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = layout.column()
col.prop(settings, "absorption", text="Field Absorption")
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class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
bl_label = "Particle"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
md = context.collision
layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickiness")
col.prop(settings, "use_particle_kill")
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "damping_factor", text="Damping", slider=True)
sub.prop(settings, "damping_random", text="Randomize", slider=True)
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "friction_factor", text="Friction", slider=True)
sub.prop(settings, "friction_random", text="Randomize", slider=True)
class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
bl_label = "Softbody And Cloth"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "damping", text="Damping", slider=True)
col = flow.column()
col.prop(settings, "thickness_outer", text="Thickness Outer", slider=True)
col = flow.column()
col.prop(settings, "thickness_inner", text="Inner", slider=True)
col = flow.column()
col.prop(settings, "cloth_friction")
col = flow.column()
col.prop(settings, "use_culling")
col = flow.column()
col.prop(settings, "use_normal")
classes = (
PHYSICS_PT_field,
PHYSICS_PT_field_settings,
PHYSICS_PT_field_settings_kink,
PHYSICS_PT_field_settings_texture_select,
PHYSICS_PT_field_falloff,
PHYSICS_PT_field_falloff_angular,
PHYSICS_PT_field_falloff_radial,
PHYSICS_PT_collision,
PHYSICS_PT_collision_particle,
PHYSICS_PT_collision_softbody,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)