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Diffstat (limited to 'release/scripts/ui/properties_physics_common.py')
-rw-r--r--release/scripts/ui/properties_physics_common.py53
1 files changed, 52 insertions, 1 deletions
diff --git a/release/scripts/ui/properties_physics_common.py b/release/scripts/ui/properties_physics_common.py
index 71bf8ae9590..30b9061e982 100644
--- a/release/scripts/ui/properties_physics_common.py
+++ b/release/scripts/ui/properties_physics_common.py
@@ -20,9 +20,60 @@
import bpy
-#cachetype can be 'PSYS' 'HAIR' 'SMOKE' etc
+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