# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bpy.types import Panel from bpy.app.translations import contexts as i18n_contexts 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): row = layout.row(align=True) if md: row.context_pointer_set("modifier", md) row.operator("object.modifier_remove", text=name, text_ctxt=i18n_contexts.default, icon='X') if toggles: row.prop(md, "show_render", text="") row.prop(md, "show_viewport", text="") else: row.operator("object.modifier_add", text=name, text_ctxt=i18n_contexts.default, icon=typeicon).type = type def physics_add_special(self, layout, data, name, addop, removeop, typeicon): row = layout.row(align=True) if data: row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X') else: row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon) class PHYSICS_PT_add(PhysicButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} def draw(self, context): obj = context.object layout = self.layout layout.label("Enable physics for:") split = layout.split() col = split.column() if obj.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 obj.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.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True) col = split.column() if obj.type in {'MESH', 'LATTICE', 'CURVE'}: physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True) if obj.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_special(self, col, obj.rigid_body, "Rigid Body", "rigidbody.object_add", "rigidbody.object_remove", 'MESH_ICOSPHERE') # XXX: need dedicated icon # all types of objects can have rigid body constraint physics_add_special(self, col, obj.rigid_body_constraint, "Rigid Body Constraint", "rigidbody.constraint_add", "rigidbody.constraint_remove", 'CONSTRAINT') # RB_TODO needs better icon def effector_weights_ui(self, context, weights, weight_type): layout = self.layout layout.prop(weights, "group") split = layout.split() split.prop(weights, "gravity", slider=True) split.prop(weights, "all", slider=True) layout.separator() split = layout.split() col = split.column() col.prop(weights, "force", slider=True) col.prop(weights, "vortex", slider=True) col.prop(weights, "magnetic", slider=True) col.prop(weights, "wind", slider=True) col.prop(weights, "curve_guide", slider=True) col.prop(weights, "texture", slider=True) if weight_type != 'SMOKE': col.prop(weights, "smokeflow", slider=True) col = split.column() col.prop(weights, "harmonic", slider=True) col.prop(weights, "charge", slider=True) col.prop(weights, "lennardjones", slider=True) col.prop(weights, "turbulence", slider=True) col.prop(weights, "drag", slider=True) col.prop(weights, "boid", slider=True) def basic_force_field_settings_ui(self, context, field): layout = self.layout split = layout.split() if not field or field.type == 'NONE': return col = split.column() if field.type == 'DRAG': col.prop(field, "linear_drag", text="Linear") else: col.prop(field, "strength") if field.type == 'TURBULENCE': col.prop(field, "size") col.prop(field, "flow") elif field.type == 'HARMONIC': col.prop(field, "harmonic_damping", text="Damping") col.prop(field, "rest_length") elif field.type == 'VORTEX' and field.shape != 'POINT': col.prop(field, "inflow") elif field.type == 'DRAG': col.prop(field, "quadratic_drag", text="Quadratic") else: col.prop(field, "flow") col = split.column() sub = col.column(align=True) sub.prop(field, "noise") sub.prop(field, "seed") if field.type == 'TURBULENCE': col.prop(field, "use_global_coords", text="Global") elif field.type == 'HARMONIC': col.prop(field, "use_multiple_springs") split = layout.split() col = split.column() col.label(text="Effect point:") col.prop(field, "apply_to_location") col.prop(field, "apply_to_rotation") col = split.column() col.label(text="Collision:") col.prop(field, "use_absorption") def basic_force_field_falloff_ui(self, context, field): layout = self.layout split = layout.split(percentage=0.35) if not field or field.type == 'NONE': return col = split.column() col.prop(field, "z_direction", text="") col = split.column() col.prop(field, "falloff_power", text="Power") split = layout.split() col = split.column() row = col.row(align=True) row.prop(field, "use_min_distance", text="") sub = row.row(align=True) sub.active = field.use_min_distance sub.prop(field, "distance_min", text="Minimum") col = split.column() row = col.row(align=True) row.prop(field, "use_max_distance", text="") sub = row.row(align=True) sub.active = field.use_max_distance sub.prop(field, "distance_max", text="Maximum") if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)