
The ClayEngine was introduced to test the blender2.8 architecture during development. As currently we have the wanted features implemented with matcaps we are going to remove the clay engine as it was never intended to be an official releasable engine Note: The test cases are never run. But when enabled will be skipped as they were implemented over the Clay Engine
238 lines
7.7 KiB
Python
238 lines
7.7 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# 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.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from .properties_physics_common import (
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basic_force_field_settings_ui,
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basic_force_field_falloff_ui,
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)
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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return (context.object) and (context.engine in cls.COMPAT_ENGINES)
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class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
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bl_label = "Force Fields"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (context.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type != 'NONE')
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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.label(text="Type:")
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split.prop(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.label(text="Shape:")
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split.prop(field, "shape", text="")
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elif field.type == 'TEXTURE':
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split = layout.split(percentage=0.2)
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split.label(text="Texture:")
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split.row().template_ID(field, "texture", new="texture.new")
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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.prop(field, "guide_minimum")
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col.prop(field, "guide_free")
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col.prop(field, "falloff_power")
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col.prop(field, "use_guide_path_add")
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col.prop(field, "use_guide_path_weight")
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col = split.column()
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col.label(text="Clumping:")
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col.prop(field, "guide_clump_amount")
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col.prop(field, "guide_clump_shape")
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row = layout.row()
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row.prop(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.prop(field, "distance_max")
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layout.separator()
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layout.prop(field, "guide_kink_type")
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if field.guide_kink_type != 'NONE':
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layout.prop(field, "guide_kink_axis")
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split = layout.split()
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col = split.column()
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col.prop(field, "guide_kink_frequency")
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col.prop(field, "guide_kink_shape")
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col = split.column()
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col.prop(field, "guide_kink_amplitude")
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elif field.type == 'TEXTURE':
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col = split.column()
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col.prop(field, "strength")
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col.prop(field, "texture_mode", text="")
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col.prop(field, "texture_nabla")
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col = split.column()
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col.prop(field, "use_object_coords")
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col.prop(field, "use_2d_force")
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elif field.type == 'SMOKE_FLOW':
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col = split.column()
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col.prop(field, "strength")
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col.prop(field, "flow")
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col = split.column()
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col.label(text="Domain Object:")
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col.prop(field, "source_object", "")
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col.prop(field, "use_smoke_density")
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else:
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basic_force_field_settings_ui(self, context, field)
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if field.type not in {'NONE', 'GUIDE'}:
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layout.label(text="Falloff:")
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layout.row().prop(field, "falloff_type", expand=True)
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basic_force_field_falloff_ui(self, context, field)
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if field.falloff_type == 'CONE':
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layout.separator()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Angular:")
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col.prop(field, "use_radial_min", text="Use Minimum")
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col.prop(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.prop(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.prop(field, "radial_min", text="Angle")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Angle")
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elif field.falloff_type == 'TUBE':
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layout.separator()
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Radial:")
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col.prop(field, "use_radial_min", text="Use Minimum")
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col.prop(field, "use_radial_max", text="Use Maximum")
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col = split.column()
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col.prop(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.prop(field, "radial_min", text="Distance")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Distance")
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class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
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bl_label = "Collision"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
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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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coll = md.settings
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if coll:
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settings = context.object.collision
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layout.active = settings.use
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split = layout.split()
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col = split.column()
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col.label(text="Particle:")
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col.prop(settings, "permeability", slider=True)
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col.prop(settings, "stickiness")
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col.prop(settings, "use_particle_kill")
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col.label(text="Particle Damping:")
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sub = col.column(align=True)
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sub.prop(settings, "damping_factor", text="Factor", slider=True)
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sub.prop(settings, "damping_random", text="Random", slider=True)
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col.label(text="Particle Friction:")
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sub = col.column(align=True)
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sub.prop(settings, "friction_factor", text="Factor", slider=True)
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sub.prop(settings, "friction_random", text="Random", slider=True)
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col = split.column()
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col.label(text="Soft Body and Cloth:")
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sub = col.column(align=True)
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sub.prop(settings, "thickness_outer", text="Outer", slider=True)
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sub.prop(settings, "thickness_inner", text="Inner", slider=True)
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col.label(text="Soft Body Damping:")
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col.prop(settings, "damping", text="Factor", slider=True)
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col.label(text="Force Fields:")
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col.prop(settings, "absorption", text="Absorption")
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classes = (
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PHYSICS_PT_field,
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PHYSICS_PT_collision,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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