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authorThomas Dinges <blender@dingto.org>2009-07-04 00:03:24 +0400
committerThomas Dinges <blender@dingto.org>2009-07-04 00:03:24 +0400
commit2c71b12998e380ff191b9cb94de22685595afaac (patch)
treeac76857540fa04f72817bfd71696c0060303ce31 /release
parent36df48eef63e4bc629ffae6f9b7c300ba2fdb35d (diff)
2.5 Physic Buttons:
* Added Softbody buttons. Patch by Wahooney. Thanks. I did some minor code cleanup. * Collision settings now grey out, when disabled.
Diffstat (limited to 'release')
-rw-r--r--release/ui/buttons_physics_field.py33
-rw-r--r--release/ui/buttons_physics_softbody.py179
2 files changed, 192 insertions, 20 deletions
diff --git a/release/ui/buttons_physics_field.py b/release/ui/buttons_physics_field.py
index f3dc0f267d8..f117a739586 100644
--- a/release/ui/buttons_physics_field.py
+++ b/release/ui/buttons_physics_field.py
@@ -44,24 +44,21 @@ class PHYSICS_PT_collision(PhysicButtonsPanel):
md = context.collision
settings = context.object.collision
- if settings.enabled:
- pass
-
- split = layout.split()
-
- col = split.column()
- col.itemL(text="Damping:")
- col.itemR(settings, "damping_factor", text="Factor");
- col.itemR(settings, "random_damping", text="Random");
-
- col = split.column()
- col.itemL(text="Friction:")
- col.itemR(settings, "friction_factor", text="Factor");
- col.itemR(settings, "random_friction", text="Random");
-
- layout.itemR(settings, "permeability");
-
- layout.itemR(settings, "kill_particles");
+ layout.enabled = settings.enabled
+
+ col = layout.column()
+ col.itemL(text="Damping:")
+ col.itemR(settings, "damping_factor", text="Factor");
+ col.itemR(settings, "random_damping", text="Random");
+
+ col = layout.column()
+ col.itemL(text="Friction:")
+ col.itemR(settings, "friction_factor", text="Factor");
+ col.itemR(settings, "random_friction", text="Random");
+
+ layout.itemR(settings, "permeability");
+
+ layout.itemR(settings, "kill_particles");
bpy.types.register(PHYSICS_PT_field)
bpy.types.register(PHYSICS_PT_collision)
diff --git a/release/ui/buttons_physics_softbody.py b/release/ui/buttons_physics_softbody.py
index 2597645f7ba..a4bfae3bee8 100644
--- a/release/ui/buttons_physics_softbody.py
+++ b/release/ui/buttons_physics_softbody.py
@@ -33,12 +33,187 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel):
else:
# add modifier
split.item_enumO("OBJECT_OT_modifier_add", "type", "SOFTBODY", text="Add")
- split.itemL()
+ split.itemL("")
+
+ if md:
+ softbody = md.settings
+
+ # General
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Object:")
+ col.itemR(softbody, "mass")
+ col.itemR(softbody, "friction")
+ col = split.column()
+ col.itemL(text="Simulation:")
+ col.itemR(softbody, "gravity")
+ col.itemR(softbody, "speed")
+
+
+class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
+ __idname__ = "PHYSICS_PT_softbody_goal"
+ __label__ = "Soft Body Goal"
+
+ def poll(self, context):
+ return (context.soft_body != None)
+
+ def draw_header(self, context):
+ layout = self.layout
+ softbody = context.soft_body.settings
+
+ layout.itemR(softbody, "use_goal", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ md = context.soft_body
+ ob = context.object
+
+ split = layout.split()
+
if md:
softbody = md.settings
+ layout.active = softbody.use_goal
+ # Goal
split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Goal Strengths:")
+ col.itemR(softbody, "goal_default", text="Default")
+ subcol = col.column(align=True)
+ subcol.itemR(softbody, "goal_min", text="Minimum")
+ subcol.itemR(softbody, "goal_max", text="Maximum")
-bpy.types.register(PHYSICS_PT_softbody)
+ col = split.column()
+ col.itemL(text="Goal Settings:")
+ col.itemR(softbody, "goal_spring", text="Stiffness")
+ col.itemR(softbody, "goal_friction", text="Damping")
+ layout.itemR(softbody, "goal_vertex_group", text="Vertex Group")
+
+class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
+ __idname__ = "PHYSICS_PT_softbody_edge"
+ __label__ = "Soft Body Edges"
+
+ def poll(self, context):
+ return (context.soft_body != None)
+
+ def draw_header(self, context):
+ layout = self.layout
+ softbody = context.soft_body.settings
+
+ layout.itemR(softbody, "use_edges", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ md = context.soft_body
+ ob = context.object
+
+ split = layout.split()
+
+ if md:
+ softbody = md.settings
+
+ layout.active = softbody.use_edges
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Springs:")
+ col.itemR(softbody, "pull")
+ col.itemR(softbody, "push")
+ col.itemR(softbody, "damp")
+ col.itemR(softbody, "plastic")
+ col.itemR(softbody, "bending")
+ col.itemR(softbody, "spring_length", text="Length")
+
+ col = split.column()
+ col.itemR(softbody, "stiff_quads")
+ subcol = col.column()
+ subcol.active = softbody.stiff_quads
+ subcol.itemR(softbody, "shear")
+
+ col.itemR(softbody, "new_aero", text="Aero")
+ subcol = col.column()
+ subcol.active = softbody.new_aero
+ subcol.itemR(softbody, "aero", text="Factor", enabled=softbody.new_aero)
+
+ col.itemL(text="Collision:")
+ col.itemR(softbody, "edge_collision", text="Edge")
+ col.itemR(softbody, "face_collision", text="Face")
+
+class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
+ __idname__ = "PHYSICS_PT_softbody_collision"
+ __label__ = "Soft Body Collision"
+
+ def poll(self, context):
+ return (context.soft_body != None)
+
+ def draw_header(self, context):
+ layout = self.layout
+ softbody = context.soft_body.settings
+
+ layout.itemR(softbody, "self_collision", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ md = context.soft_body
+ ob = context.object
+
+ split = layout.split()
+
+ if md:
+ softbody = md.settings
+
+ layout.active = softbody.self_collision
+ layout.itemL(text="Collision Type:")
+ layout.itemR(softbody, "collision_type", expand=True)
+
+ col = layout.column(align=True)
+ col.itemL(text="Ball:")
+ col.itemR(softbody, "ball_size", text="Size")
+ col.itemR(softbody, "ball_stiff", text="Stiffness")
+ col.itemR(softbody, "ball_damp", text="Dampening")
+
+class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
+ __idname__ = "PHYSICS_PT_softbody_solver"
+ __label__ = "Soft Body Solver"
+
+ def poll(self, context):
+ return (context.soft_body != None)
+
+ def draw(self, context):
+ layout = self.layout
+ md = context.soft_body
+ ob = context.object
+ split = layout.split()
+
+ if md:
+ softbody = md.settings
+
+ # Solver
+ split = layout.split()
+
+ col = split.column(align=True)
+ col.itemL(text="Step Size:")
+ col.itemR(softbody, "minstep")
+ col.itemR(softbody, "maxstep")
+ col.itemR(softbody, "auto_step", text="Auto-Step")
+
+ col = split.column()
+ col.itemR(softbody, "error_limit")
+
+ col.itemL(text="Helpers:")
+ col.itemR(softbody, "choke")
+ col.itemR(softbody, "fuzzy")
+
+ layout.itemL(text="Diagnostics:")
+ layout.itemR(softbody, "diagnose")
+
+bpy.types.register(PHYSICS_PT_softbody)
+bpy.types.register(PHYSICS_PT_softbody_goal)
+bpy.types.register(PHYSICS_PT_softbody_edge)
+bpy.types.register(PHYSICS_PT_softbody_collision)
+bpy.types.register(PHYSICS_PT_softbody_solver)