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authorCampbell Barton <ideasman42@gmail.com>2011-03-21 15:35:49 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-03-21 15:35:49 +0300
commit2e6a02438e997f1024f3ba6c332314f09f01a3b4 (patch)
tree7b9427c972858a2b0950b0328bb500f11294161b /release/scripts/startup/bl_ui/properties_physics_common.py
parent28d39473fc65543cbf3adc44964d4a9703d3076a (diff)
move script directories for internal blender scripts.
ui/ --> startup/bl_ui op/ --> startup/bl_operators scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too. ~/.blender/2.56/scripts/startup works for auto-loading scripts too.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_physics_common.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_common.py282
1 files changed, 282 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_common.py b/release/scripts/startup/bl_ui/properties_physics_common.py
new file mode 100644
index 00000000000..fea012cc7c6
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_physics_common.py
@@ -0,0 +1,282 @@
+# ##### 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
+
+ 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")