diff options
Diffstat (limited to 'release/scripts/ui/buttons_physics_field.py')
-rw-r--r-- | release/scripts/ui/buttons_physics_field.py | 200 |
1 files changed, 0 insertions, 200 deletions
diff --git a/release/scripts/ui/buttons_physics_field.py b/release/scripts/ui/buttons_physics_field.py deleted file mode 100644 index 9aec0404ab1..00000000000 --- a/release/scripts/ui/buttons_physics_field.py +++ /dev/null @@ -1,200 +0,0 @@ - -import bpy - -from buttons_physics_common import basic_force_field_settings_ui -from buttons_physics_common import basic_force_field_falloff_ui - -class PhysicButtonsPanel(bpy.types.Panel): - __space_type__ = 'PROPERTIES' - __region_type__ = 'WINDOW' - __context__ = "physics" - - def poll(self, context): - rd = context.scene.render_data - return (context.object) and (not rd.use_game_engine) - -class PHYSICS_PT_field(PhysicButtonsPanel): - __label__ = "Force Fields" - - def draw(self, context): - layout = self.layout - - ob = context.object - field = ob.field - - split = layout.split(percentage=0.2) - split.itemL(text="Type:") - split.itemR(field, "type",text="") - - if field.type not in ('NONE', 'GUIDE', 'TEXTURE'): - split = layout.split(percentage=0.2) - #split = layout.row() - split.itemL(text="Shape:") - split.itemR(field, "shape", text="") - - split = layout.split() - - if field.type == 'NONE': - return # nothing to draw - elif field.type == 'GUIDE': - col = split.column() - col.itemR(field, "guide_minimum") - col.itemR(field, "guide_free") - col.itemR(field, "falloff_power") - col.itemR(field, "guide_path_add") - - col = split.column() - col.itemL(text="Clumping:") - col.itemR(field, "guide_clump_amount") - col.itemR(field, "guide_clump_shape") - - row = layout.row() - row.itemR(field, "use_max_distance") - sub = row.row() - sub.active = field.use_max_distance - sub.itemR(field, "maximum_distance") - - layout.itemS() - - layout.itemR(field, "guide_kink_type") - if (field.guide_kink_type != "NONE"): - layout.itemR(field, "guide_kink_axis") - - flow = layout.column_flow() - flow.itemR(field, "guide_kink_frequency") - flow.itemR(field, "guide_kink_shape") - flow.itemR(field, "guide_kink_amplitude") - elif field.type == 'TEXTURE': - col = split.column() - col.itemR(field, "strength") - col.itemR(field, "texture", text="") - col.itemR(field, "texture_mode", text="") - col.itemR(field, "texture_nabla") - - col = split.column() - col.itemR(field, "use_coordinates") - col.itemR(field, "root_coordinates") - col.itemR(field, "force_2d") - else : - basic_force_field_settings_ui(self, field) - - if field.type not in ('NONE', 'GUIDE'): - - layout.itemL(text="Falloff:") - layout.itemR(field, "falloff_type", expand=True) - - basic_force_field_falloff_ui(self, field) - - if field.falloff_type == 'CONE': - layout.itemS() - - split = layout.split(percentage=0.35) - - col = split.column() - col.itemL(text="Angular:") - col.itemR(field, "use_radial_min", text="Use Minimum") - col.itemR(field, "use_radial_max", text="Use Maximum") - - col = split.column() - col.itemR(field, "radial_falloff", text="Power") - - sub = col.column() - sub.active = field.use_radial_min - sub.itemR(field, "radial_minimum", text="Angle") - - sub = col.column() - sub.active = field.use_radial_max - sub.itemR(field, "radial_maximum", text="Angle") - - elif field.falloff_type == 'TUBE': - layout.itemS() - - split = layout.split(percentage=0.35) - - col = split.column() - col.itemL(text="Radial:") - col.itemR(field, "use_radial_min", text="Use Minimum") - col.itemR(field, "use_radial_max", text="Use Maximum") - - col = split.column() - col.itemR(field, "radial_falloff", text="Power") - - sub = col.column() - sub.active = field.use_radial_min - sub.itemR(field, "radial_minimum", text="Distance") - - sub = col.column() - sub.active = field.use_radial_max - sub.itemR(field, "radial_maximum", text="Distance") - -class PHYSICS_PT_collision(PhysicButtonsPanel): - __label__ = "Collision" - #__default_closed__ = True - - def poll(self, context): - ob = context.object - rd = context.scene.render_data - return (ob and ob.type == 'MESH') and (not rd.use_game_engine) - - def draw(self, context): - layout = self.layout - - md = context.collision - - split = layout.split() - split.operator_context = 'EXEC_DEFAULT' - - if md: - # remove modifier + settings - split.set_context_pointer("modifier", md) - split.itemO("object.modifier_remove", text="Remove") - col = split.column() - - #row = split.row(align=True) - #row.itemR(md, "render", text="") - #row.itemR(md, "realtime", text="") - - coll = md.settings - - else: - # add modifier - split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add") - split.itemL() - - coll = None - - if coll: - settings = context.object.collision - - layout.active = settings.enabled - - split = layout.split() - - col = split.column() - col.itemL(text="Particle:") - col.itemR(settings, "permeability", slider=True) - col.itemL(text="Particle Damping:") - sub = col.column(align=True) - sub.itemR(settings, "damping_factor", text="Factor", slider=True) - sub.itemR(settings, "random_damping", text="Random", slider=True) - - col.itemL(text="Soft Body and Cloth:") - sub = col.column(align=True) - sub.itemR(settings, "outer_thickness", text="Outer", slider=True) - sub.itemR(settings, "inner_thickness", text="Inner", slider=True) - - layout.itemL(text="Force Fields:") - layout.itemR(settings, "absorption", text="Absorption") - - col = split.column() - col.itemL(text="") - col.itemR(settings, "kill_particles") - col.itemL(text="Particle Friction:") - sub = col.column(align=True) - sub.itemR(settings, "friction_factor", text="Factor", slider=True) - sub.itemR(settings, "random_friction", text="Random", slider=True) - col.itemL(text="Soft Body Damping:") - col.itemR(settings, "damping", text="Factor", slider=True) - -bpy.types.register(PHYSICS_PT_field) -bpy.types.register(PHYSICS_PT_collision) |