
Conflicts: release/scripts/startup/bl_ui/properties_particle.py release/scripts/startup/bl_ui/properties_physics_cloth.py release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py release/scripts/startup/bl_ui/properties_physics_softbody.py source/blender/blenkernel/BKE_library.h source/blender/blenkernel/BKE_particle.h source/blender/blenkernel/intern/cloth.c source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/library_query.c source/blender/blenkernel/intern/particle_system.c source/blender/blenkernel/intern/scene.c source/blender/blenkernel/intern/softbody.c source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/versioning_270.c source/blender/editors/space_file/filesel.c source/blender/editors/space_outliner/outliner_intern.h source/blender/makesdna/DNA_ID.h source/blender/makesdna/DNA_object_force.h source/blender/makesdna/DNA_particle_types.h source/blender/makesrna/intern/rna_particle.c source/blender/makesrna/intern/rna_sculpt_paint.c source/blender/makesrna/intern/rna_smoke.c source/blender/makesrna/intern/rna_space.c
214 lines
7.0 KiB
Python
214 lines
7.0 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 bpy.app.translations import contexts as i18n_contexts
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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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rd = context.scene.render
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return (context.object) and rd.engine in cls.COMPAT_ENGINES
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def physics_add(self, layout, md, name, type, typeicon, toggles):
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row = layout.row(align=True)
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if md:
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row.context_pointer_set("modifier", md)
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row.operator("object.modifier_remove", text=name, text_ctxt=i18n_contexts.default, icon='X')
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if toggles:
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row.prop(md, "show_render", text="")
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row.prop(md, "show_viewport", text="")
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else:
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row.operator("object.modifier_add", text=name, text_ctxt=i18n_contexts.default, icon=typeicon).type = type
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def physics_add_special(self, layout, data, name, addop, removeop, typeicon):
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row = layout.row(align=True)
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if data:
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row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X')
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else:
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row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon)
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class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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obj = context.object
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layout = self.layout
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layout.label("Enable physics for:")
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split = layout.split()
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col = split.column()
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if obj.field.type == 'NONE':
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col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
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else:
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col.operator("object.forcefield_toggle", text="Force Field", icon='X')
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if obj.type == 'MESH':
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physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
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col = split.column()
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if obj.type in {'MESH', 'LATTICE', 'CURVE'}:
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physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if obj.type == 'MESH':
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physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
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physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
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physics_add_special(self, col, obj.rigid_body, "Rigid Body",
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"rigidbody.object_add",
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"rigidbody.object_remove",
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'MESH_ICOSPHERE') # XXX: need dedicated icon
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# all types of objects can have rigid body constraint
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physics_add_special(self, col, obj.rigid_body_constraint, "Rigid Body Constraint",
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"rigidbody.constraint_add",
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"rigidbody.constraint_remove",
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'CONSTRAINT') # RB_TODO needs better icon
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def effector_weights_ui(self, context, weights, weight_type):
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layout = self.layout
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layout.prop(weights, "group")
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split = layout.split()
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split.prop(weights, "gravity", slider=True)
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split.prop(weights, "all", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(weights, "force", slider=True)
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col.prop(weights, "vortex", slider=True)
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col.prop(weights, "magnetic", slider=True)
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col.prop(weights, "wind", slider=True)
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col.prop(weights, "curve_guide", slider=True)
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col.prop(weights, "texture", slider=True)
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if weight_type != 'SMOKE':
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col.prop(weights, "smokeflow", slider=True)
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col = split.column()
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col.prop(weights, "harmonic", slider=True)
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col.prop(weights, "charge", slider=True)
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col.prop(weights, "lennardjones", slider=True)
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col.prop(weights, "turbulence", slider=True)
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col.prop(weights, "drag", slider=True)
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col.prop(weights, "boid", slider=True)
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def basic_force_field_settings_ui(self, context, field):
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layout = self.layout
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split = layout.split()
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if not field or field.type == 'NONE':
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return
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col = split.column()
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if field.type == 'DRAG':
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col.prop(field, "linear_drag", text="Linear")
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else:
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col.prop(field, "strength")
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if field.type == 'TURBULENCE':
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col.prop(field, "size")
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col.prop(field, "flow")
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elif field.type == 'HARMONIC':
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col.prop(field, "harmonic_damping", text="Damping")
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col.prop(field, "rest_length")
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elif field.type == 'VORTEX' and field.shape != 'POINT':
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col.prop(field, "inflow")
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elif field.type == 'DRAG':
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col.prop(field, "quadratic_drag", text="Quadratic")
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else:
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col.prop(field, "flow")
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col = split.column()
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sub = col.column(align=True)
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sub.prop(field, "noise")
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sub.prop(field, "seed")
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if field.type == 'TURBULENCE':
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col.prop(field, "use_global_coords", text="Global")
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elif field.type == 'HARMONIC':
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col.prop(field, "use_multiple_springs")
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split = layout.split()
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col = split.column()
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col.label(text="Effect point:")
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col.prop(field, "apply_to_location")
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col.prop(field, "apply_to_rotation")
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col = split.column()
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col.label(text="Collision:")
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, context, field):
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layout = self.layout
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split = layout.split(percentage=0.35)
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if not field or field.type == 'NONE':
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return
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col = split.column()
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col.prop(field, "z_direction", text="")
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col = split.column()
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col.prop(field, "falloff_power", text="Power")
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split = layout.split()
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_min_distance", text="")
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sub = row.row(align=True)
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="Minimum")
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_max_distance", text="")
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sub = row.row(align=True)
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text="Maximum")
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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