# SPDX-License-Identifier: GPL-2.0-or-later 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): return (context.object) and context.engine in cls.COMPAT_ENGINES def physics_add(layout, md, name, type, typeicon, toggles): row = layout.row(align=True) if md: row.operator( "object.modifier_remove", text=name, text_ctxt=i18n_contexts.default, icon='X', ).modifier = md.name if toggles: row.prop(md, "show_viewport", text="") row.prop(md, "show_render", text="") return row else: row.operator( "object.modifier_add", text=name, text_ctxt=i18n_contexts.default, icon=typeicon, ).type = type def physics_add_special(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'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) obj = context.object col = flow.column() if not obj.field or 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': row = physics_add(col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False) if row and obj.collision: row.prop(obj.collision, "use", text="", icon='HIDE_OFF' if obj.collision.use else 'HIDE_ON') physics_add(col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True) physics_add(col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True) col = flow.column() if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}: physics_add(col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True) if obj.type == 'MESH': physics_add(col, context.fluid, "Fluid", 'FLUID', 'MOD_FLUIDSIM', True) physics_add_special( col, obj.rigid_body, "Rigid Body", "rigidbody.object_add", "rigidbody.object_remove", 'RIGID_BODY' ) # all types of objects can have rigid body constraint. physics_add_special( col, obj.rigid_body_constraint, "Rigid Body Constraint", "rigidbody.constraint_add", "rigidbody.constraint_remove", 'RIGID_BODY_CONSTRAINT' ) # cache-type can be 'PSYS' 'HAIR' 'FLUID' etc. def point_cache_ui(self, cache, enabled, cachetype): layout = self.layout layout.use_property_split = True layout.context_pointer_set("point_cache", cache) is_saved = bpy.data.is_saved is_liboverride = cache.id_data.override_library is not None # NOTE: TODO temporarily used until the animate properties are properly skipped. layout.use_property_decorate = False # No animation (remove this later on). if not cachetype == 'RIGID_BODY': row = layout.row() row.template_list( "UI_UL_list", "point_caches", cache, "point_caches", cache.point_caches, "active_index", rows=1, ) col = row.column(align=True) col.operator("ptcache.add", icon='ADD', text="") col.operator("ptcache.remove", icon='REMOVE', text="") if cachetype in {'PSYS', 'HAIR', 'FLUID'}: col = layout.column() if cachetype == 'FLUID': col.prop(cache, "use_library_path", text="Use Library Path") col.prop(cache, "use_external") if cache.use_external: col = layout.column() col.prop(cache, "index", text="Index") col.prop(cache, "filepath", text="Path") cache_info = cache.info if cache_info: col = layout.column() col.alignment = 'RIGHT' col.label(text=cache_info) else: if cachetype in {'FLUID', 'DYNAMIC_PAINT'}: if not is_saved: col = layout.column(align=True) col.alignment = 'RIGHT' col.label(text="Cache is disabled until the file is saved") layout.enabled = False if not cache.use_external or cachetype == 'FLUID': col = layout.column(align=True) if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}: col.enabled = enabled col.prop(cache, "frame_start", text="Simulation Start") col.prop(cache, "frame_end") if cachetype not in {'FLUID', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}: col.prop(cache, "frame_step") cache_info = cache.info if cachetype != 'FLUID' and cache_info: # avoid empty space. col = layout.column(align=True) col.alignment = 'RIGHT' col.label(text=cache_info) can_bake = True if cachetype not in {'FLUID', 'DYNAMIC_PAINT', 'RIGID_BODY'}: if not is_saved: col = layout.column(align=True) col.alignment = 'RIGHT' col.label(text="Options are disabled until the file is saved") flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) flow.enabled = enabled and is_saved col = flow.column(align=True) col.prop(cache, "use_disk_cache") subcol = col.column() subcol.active = cache.use_disk_cache subcol.prop(cache, "use_library_path", text="Use Library Path") col = flow.column() col.active = cache.use_disk_cache col.prop(cache, "compression", text="Compression") if cache.id_data.library and not cache.use_disk_cache: can_bake = False col = layout.column(align=True) col.alignment = 'RIGHT' col.separator() col.label(text="Linked object baking requires Disk Cache to be enabled") else: layout.separator() flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) col = flow.column() col.active = can_bake if is_liboverride and not cache.use_disk_cache: col.operator("ptcache.bake", icon='ERROR', text="Bake (Disk Cache mandatory)") elif cache.is_baked is True: col.operator("ptcache.free_bake", text="Delete Bake") else: col.operator("ptcache.bake", text="Bake").bake = True sub = col.row() sub.enabled = enabled sub.operator("ptcache.bake", text="Calculate to Frame").bake = False sub = col.column() sub.enabled = enabled sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake") col = flow.column() col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True col.operator("ptcache.free_bake_all", text="Delete All Bakes") col.operator("ptcache.bake_all", text="Update All to Frame").bake = False def effector_weights_ui(self, weights, weight_type): layout = self.layout layout.use_property_split = True # NOTE: TODO temporarily used until the animate properties are properly skipped. layout.use_property_decorate = False # No animation (remove this later on). layout.prop(weights, "collection") flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(weights, "gravity", slider=True) col.prop(weights, "all", slider=True) col.prop(weights, "force", slider=True) col.prop(weights, "vortex", slider=True) col = flow.column() col.prop(weights, "magnetic", slider=True) col.prop(weights, "harmonic", slider=True) col.prop(weights, "charge", slider=True) col.prop(weights, "lennardjones", slider=True) col = flow.column() col.prop(weights, "wind", slider=True) col.prop(weights, "curve_guide", slider=True) col.prop(weights, "texture", slider=True) if weight_type != 'FLUID': col.prop(weights, "smokeflow", slider=True) col = flow.column() 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, field): layout = self.layout layout.use_property_split = True if not field or field.type == 'NONE': return flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) col = flow.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") sub = col.column(heading="Affect") sub.prop(field, "apply_to_location", text="Location") sub.prop(field, "apply_to_rotation", text="Rotation") col = flow.column() sub = col.column(align=True) sub.prop(field, "noise", text="Noise Amount") sub.prop(field, "seed", text="Seed") if field.type == 'TURBULENCE': col.prop(field, "use_global_coords", text="Global") elif field.type == 'HARMONIC': col.prop(field, "use_multiple_springs") if field.type == 'FORCE': col.prop(field, "use_gravity_falloff", text="Gravitation") col.prop(field, "use_absorption") col.prop(field, "wind_factor") def basic_force_field_falloff_ui(self, field): layout = self.layout if not field or field.type == 'NONE': return col = layout.column() col.prop(field, "z_direction") col.prop(field, "falloff_power", text="Power") col = layout.column(align=False, heading="Min Distance") col.use_property_decorate = False row = col.row(align=True) sub = row.row(align=True) sub.prop(field, "use_min_distance", text="") sub = sub.row(align=True) sub.active = field.use_min_distance sub.prop(field, "distance_min", text="") row.prop_decorator(field, "distance_min") col = layout.column(align=False, heading="Max Distance") col.use_property_decorate = False row = col.row(align=True) sub = row.row(align=True) sub.prop(field, "use_max_distance", text="") sub = sub.row(align=True) sub.active = field.use_max_distance sub.prop(field, "distance_max", text="") row.prop_decorator(field, "distance_max") classes = ( PHYSICS_PT_add, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)