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Diffstat (limited to 'release/scripts/ui/properties_physics_common.py')
-rw-r--r--release/scripts/ui/properties_physics_common.py29
1 files changed, 16 insertions, 13 deletions
diff --git a/release/scripts/ui/properties_physics_common.py b/release/scripts/ui/properties_physics_common.py
index 30b9061e982..ec6ec21fa26 100644
--- a/release/scripts/ui/properties_physics_common.py
+++ b/release/scripts/ui/properties_physics_common.py
@@ -20,6 +20,7 @@
import bpy
+
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -29,7 +30,8 @@ class PhysicButtonsPanel():
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:
@@ -41,35 +43,36 @@ def physics_add(self, layout, md, name, type, typeicon, toggles):
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);
-
+ 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);
-
+ 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);
+ 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