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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_softbody.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_softbody.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_softbody.py263
1 files changed, 263 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_softbody.py b/release/scripts/startup/bl_ui/properties_physics_softbody.py
new file mode 100644
index 00000000000..2bd1a8599c1
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_physics_softbody.py
@@ -0,0 +1,263 @@
+# ##### 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
+
+
+from bl_ui.properties_physics_common import (
+ point_cache_ui,
+ effector_weights_ui,
+ )
+
+
+def softbody_panel_enabled(md):
+ return (md.point_cache.is_baked is False)
+
+
+class PhysicButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "physics"
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ rd = context.scene.render
+# return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
+# i really hate touching things i do not understand completely .. but i think this should read (bjornmose)
+ return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (not rd.use_game_engine) and (context.soft_body)
+
+
+class PHYSICS_PT_softbody(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body"
+
+ def draw(self, context):
+ layout = self.layout
+
+ md = context.soft_body
+ ob = context.object
+
+ if md:
+ softbody = md.settings
+
+ # General
+ split = layout.split()
+ split.enabled = softbody_panel_enabled(md)
+
+ col = split.column()
+ col.label(text="Object:")
+ col.prop(softbody, "friction")
+ col.prop(softbody, "mass")
+ col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass:")
+
+ col = split.column()
+ col.label(text="Simulation:")
+ col.prop(softbody, "speed")
+
+
+class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body Cache"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.soft_body
+
+ def draw(self, context):
+ md = context.soft_body
+ point_cache_ui(self, context, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
+
+
+class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body Goal"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.soft_body
+
+ def draw_header(self, context):
+ softbody = context.soft_body.settings
+
+ self.layout.active = softbody_panel_enabled(context.soft_body)
+ self.layout.prop(softbody, "use_goal", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ md = context.soft_body
+ softbody = md.settings
+ ob = context.object
+
+ layout.active = softbody.use_goal and softbody_panel_enabled(md)
+
+ split = layout.split()
+
+ # Goal
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Goal Strengths:")
+ col.prop(softbody, "goal_default", text="Default")
+ sub = col.column(align=True)
+ sub.prop(softbody, "goal_min", text="Minimum")
+ sub.prop(softbody, "goal_max", text="Maximum")
+
+ col = split.column()
+ col.label(text="Goal Settings:")
+ col.prop(softbody, "goal_spring", text="Stiffness")
+ col.prop(softbody, "goal_friction", text="Damping")
+
+ layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
+
+
+class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body Edges"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.soft_body
+
+ def draw_header(self, context):
+ softbody = context.soft_body.settings
+
+ self.layout.active = softbody_panel_enabled(context.soft_body)
+ self.layout.prop(softbody, "use_edges", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ md = context.soft_body
+ softbody = md.settings
+ ob = context.object
+
+ layout.active = softbody.use_edges and softbody_panel_enabled(md)
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Springs:")
+ col.prop(softbody, "pull")
+ col.prop(softbody, "push")
+ col.prop(softbody, "damping")
+ col.prop(softbody, "plastic")
+ col.prop(softbody, "bend")
+ col.prop(softbody, "spring_length", text="Length")
+ col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs:")
+
+ col = split.column()
+ col.prop(softbody, "use_stiff_quads")
+ sub = col.column()
+ sub.active = softbody.use_stiff_quads
+ sub.prop(softbody, "shear")
+
+ col.label(text="Aerodynamics:")
+ col.row().prop(softbody, "aerodynamics_type", expand=True)
+ col.prop(softbody, "aero", text="Factor")
+
+ #sub = col.column()
+ #sub.enabled = softbody.aero > 0
+
+ col.label(text="Collision:")
+ col.prop(softbody, "use_edge_collision", text="Edge")
+ col.prop(softbody, "use_face_collision", text="Face")
+
+
+class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body Self Collision"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.soft_body
+
+ def draw_header(self, context):
+ softbody = context.soft_body.settings
+
+ self.layout.active = softbody_panel_enabled(context.soft_body)
+ self.layout.prop(softbody, "use_self_collision", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ md = context.soft_body
+ softbody = md.settings
+
+ layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
+
+ layout.label(text="Collision Ball Size Calculation:")
+ layout.prop(softbody, "collision_type", expand=True)
+
+ col = layout.column(align=True)
+ col.label(text="Ball:")
+ col.prop(softbody, "ball_size", text="Size")
+ col.prop(softbody, "ball_stiff", text="Stiffness")
+ col.prop(softbody, "ball_damp", text="Dampening")
+
+
+class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body Solver"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.soft_body
+
+ def draw(self, context):
+ layout = self.layout
+
+ md = context.soft_body
+ softbody = md.settings
+
+ layout.active = softbody_panel_enabled(md)
+
+ # Solver
+ split = layout.split()
+
+ col = split.column(align=True)
+ col.label(text="Step Size:")
+ col.prop(softbody, "step_min")
+ col.prop(softbody, "step_max")
+ col.prop(softbody, "use_auto_step", text="Auto-Step")
+
+ col = split.column()
+ col.prop(softbody, "error_threshold")
+ col.label(text="Helpers:")
+ col.prop(softbody, "choke")
+ col.prop(softbody, "fuzzy")
+
+ layout.label(text="Diagnostics:")
+ layout.prop(softbody, "use_diagnose")
+ layout.prop(softbody, "use_estimate_matrix")
+
+
+class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, bpy.types.Panel):
+ bl_label = "Soft Body Field Weights"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return (context.soft_body)
+
+ def draw(self, context):
+ md = context.soft_body
+ softbody = md.settings
+
+ effector_weights_ui(self, context, softbody.effector_weights)