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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_physics_field.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_physics_field.py222
1 files changed, 132 insertions, 90 deletions
diff --git a/release/scripts/startup/bl_ui/properties_physics_field.py b/release/scripts/startup/bl_ui/properties_physics_field.py
index fb3d1631377..72b5d9f1574 100644
--- a/release/scripts/startup/bl_ui/properties_physics_field.py
+++ b/release/scripts/startup/bl_ui/properties_physics_field.py
@@ -33,60 +33,48 @@ class PhysicButtonsPanel:
@classmethod
def poll(cls, context):
- rd = context.scene.render
- return (context.object) and (rd.engine in cls.COMPAT_ENGINES)
+ return (context.object) and (context.engine in cls.COMPAT_ENGINES)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
- COMPAT_ENGINES = {'BLENDER_RENDER'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
ob = context.object
- rd = context.scene.render
- return (rd.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type != 'NONE')
+ return (context.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type != 'NONE')
def draw(self, context):
layout = self.layout
+ layout.use_property_split = True
ob = context.object
field = ob.field
- split = layout.split(percentage=0.2)
- split.label(text="Type:")
-
- split.prop(field, "type", text="")
+ layout.prop(field, "type")
if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
- split = layout.split(percentage=0.2)
- split.label(text="Shape:")
- split.prop(field, "shape", text="")
+ layout.prop(field, "shape", text="Shape")
elif field.type == 'TEXTURE':
- split = layout.split(percentage=0.2)
- split.label(text="Texture:")
- split.row().template_ID(field, "texture", new="texture.new")
-
- split = layout.split()
+ layout.row().template_ID(field, "texture", new="texture.new")
if field.type == 'NONE':
return # nothing to draw
elif field.type == 'GUIDE':
- col = split.column()
+ col = layout.column()
col.prop(field, "guide_minimum")
col.prop(field, "guide_free")
col.prop(field, "falloff_power")
col.prop(field, "use_guide_path_add")
col.prop(field, "use_guide_path_weight")
- col = split.column()
- col.label(text="Clumping:")
+ col.label(text="Clumping")
col.prop(field, "guide_clump_amount")
col.prop(field, "guide_clump_shape")
- row = layout.row()
- row.prop(field, "use_max_distance")
- sub = row.row()
+ col.prop(field, "use_max_distance")
+ sub = col.column()
sub.active = field.use_max_distance
sub.prop(field, "distance_max")
@@ -96,94 +84,96 @@ class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
if field.guide_kink_type != 'NONE':
layout.prop(field, "guide_kink_axis")
- split = layout.split()
-
- col = split.column()
+ col = layout.column()
col.prop(field, "guide_kink_frequency")
col.prop(field, "guide_kink_shape")
-
- col = split.column()
col.prop(field, "guide_kink_amplitude")
elif field.type == 'TEXTURE':
- col = split.column()
+ col = layout.column()
col.prop(field, "strength")
- col.prop(field, "texture_mode", text="")
+ col.prop(field, "texture_mode")
col.prop(field, "texture_nabla")
- col = split.column()
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'SMOKE_FLOW':
- col = split.column()
+ col = layout.column()
col.prop(field, "strength")
col.prop(field, "flow")
- col = split.column()
- col.label(text="Domain Object:")
- col.prop(field, "source_object", "")
+ col.prop(field, "source_object")
col.prop(field, "use_smoke_density")
else:
basic_force_field_settings_ui(self, context, field)
- if field.type not in {'NONE', 'GUIDE'}:
- layout.label(text="Falloff:")
- layout.row().prop(field, "falloff_type", expand=True)
+class PHYSICS_PT_field_falloff(PhysicButtonsPanel, Panel):
+ bl_label = "Falloff"
+ bl_parent_id = "PHYSICS_PT_field"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ return (context.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type not in {'NONE', 'GUIDE'})
+
+ def draw(self, context):
+ layout = self.layout
+ layout.use_property_split = True
+
+ ob = context.object
+ field = ob.field
- basic_force_field_falloff_ui(self, context, field)
+ layout.prop(field, "falloff_type", text="Shape")
- if field.falloff_type == 'CONE':
- layout.separator()
+ basic_force_field_falloff_ui(self, context, field)
- split = layout.split(percentage=0.35)
+ if field.falloff_type == 'CONE':
+ layout.separator()
- col = split.column()
- col.label(text="Angular:")
- col.prop(field, "use_radial_min", text="Use Minimum")
- col.prop(field, "use_radial_max", text="Use Maximum")
+ col = layout.column()
+ col.prop(field, "radial_falloff", text="Power")
- col = split.column()
- col.prop(field, "radial_falloff", text="Power")
+ col.label(text="Angular")
- sub = col.column()
- sub.active = field.use_radial_min
- sub.prop(field, "radial_min", text="Angle")
+ col.prop(field, "use_radial_min", text="Use Min Angle")
+ sub = col.column()
+ sub.active = field.use_radial_min
+ sub.prop(field, "radial_min", text="Min Angle")
- sub = col.column()
- sub.active = field.use_radial_max
- sub.prop(field, "radial_max", text="Angle")
+ col.prop(field, "use_radial_max", text="Use Max Angle")
+ sub = col.column()
+ sub.active = field.use_radial_max
+ sub.prop(field, "radial_max", text="Max Angle")
- elif field.falloff_type == 'TUBE':
- layout.separator()
+ elif field.falloff_type == 'TUBE':
+ layout.separator()
- split = layout.split(percentage=0.35)
+ col = layout.column()
- col = split.column()
- col.label(text="Radial:")
- col.prop(field, "use_radial_min", text="Use Minimum")
- col.prop(field, "use_radial_max", text="Use Maximum")
+ col.prop(field, "radial_falloff", text="Power")
- col = split.column()
- col.prop(field, "radial_falloff", text="Power")
+ col.label(text="Radial")
- sub = col.column()
- sub.active = field.use_radial_min
- sub.prop(field, "radial_min", text="Distance")
+ col.prop(field, "use_radial_min", text="Use Minimum")
+ sub = col.column()
+ sub.active = field.use_radial_min
+ sub.prop(field, "radial_min", text="Distance")
- sub = col.column()
- sub.active = field.use_radial_max
- sub.prop(field, "radial_max", text="Distance")
+ col.prop(field, "use_radial_max", text="Use Maximum")
+ sub = col.column()
+ sub.active = field.use_radial_max
+ sub.prop(field, "radial_max", text="Distance")
class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
bl_label = "Collision"
- COMPAT_ENGINES = {'BLENDER_RENDER'}
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
ob = context.object
- rd = context.scene.render
- return (ob and ob.type == 'MESH') and (rd.engine in cls.COMPAT_ENGINES) and (context.collision)
+ return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
def draw(self, context):
layout = self.layout
@@ -191,6 +181,7 @@ class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
md = context.collision
split = layout.split()
+ layout.use_property_split = True
coll = md.settings
@@ -199,39 +190,90 @@ class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
layout.active = settings.use
- split = layout.split()
+ col = layout.column()
+ col.prop(settings, "absorption", text="Force Field Absorption")
+
+
+class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
+ bl_label = "Particle"
+ bl_parent_id = "PHYSICS_PT_collision"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
+
+ def draw(self, context):
+ layout = self.layout
+
+ md = context.collision
- col = split.column()
- col.label(text="Particle:")
+ layout.use_property_split = True
+ flow = layout.grid_flow(row_major=True, num_columns=0, even_columns=True, even_rows=False, align=False)
+
+ coll = md.settings
+
+ if coll:
+ settings = context.object.collision
+
+ layout.active = settings.use
+
+ col = flow.column()
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickiness")
+ col = flow.column()
col.prop(settings, "use_particle_kill")
- col.label(text="Particle Damping:")
- sub = col.column(align=True)
- sub.prop(settings, "damping_factor", text="Factor", slider=True)
- sub.prop(settings, "damping_random", text="Random", slider=True)
- col.label(text="Particle Friction:")
+ col = flow.column()
sub = col.column(align=True)
- sub.prop(settings, "friction_factor", text="Factor", slider=True)
- sub.prop(settings, "friction_random", text="Random", slider=True)
+ sub.prop(settings, "damping_factor", text="Damping", slider=True)
+ sub.prop(settings, "damping_random", text="Randomize", slider=True)
- col = split.column()
- col.label(text="Soft Body and Cloth:")
+ col = flow.column()
sub = col.column(align=True)
- sub.prop(settings, "thickness_outer", text="Outer", slider=True)
- sub.prop(settings, "thickness_inner", text="Inner", slider=True)
+ sub.prop(settings, "friction_factor", text="Friction", slider=True)
+ sub.prop(settings, "friction_random", text="Randomize", slider=True)
+
+
+class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
+ bl_label = "Softbody"
+ bl_parent_id = "PHYSICS_PT_collision"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
+
+ def draw(self, context):
+ layout = self.layout
+
+ layout.use_property_split = True
+ flow = layout.grid_flow(row_major=True, num_columns=0, even_columns=True, even_rows=False, align=False)
+
+ md = context.collision
+ coll = md.settings
+
+ if coll:
+ settings = context.object.collision
+
+ layout.active = settings.use
- col.label(text="Soft Body Damping:")
- col.prop(settings, "damping", text="Factor", slider=True)
+ col = flow.column()
+ col.prop(settings, "damping", text="Damping", slider=True)
- col.label(text="Force Fields:")
- col.prop(settings, "absorption", text="Absorption")
+ col = flow.column()
+ col.prop(settings, "thickness_outer", text="Thickness Outer", slider=True)
+ col.prop(settings, "thickness_inner", text="Inner", slider=True)
classes = (
PHYSICS_PT_field,
+ PHYSICS_PT_field_falloff,
PHYSICS_PT_collision,
+ PHYSICS_PT_collision_particle,
+ PHYSICS_PT_collision_softbody,
)
if __name__ == "__main__": # only for live edit.