# ##### 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 properties_physics_common import basic_force_field_settings_ui from properties_physics_common import basic_force_field_falloff_ui 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) class PHYSICS_PT_field(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Force Fields" def draw(self, context): layout = self.layout ob = context.object field = ob.field split = layout.split(percentage=0.2) split.label(text="Type:") split.prop(field, "type", text="") if field.type not in ('NONE', 'GUIDE', 'TEXTURE'): split = layout.split(percentage=0.2) split.label(text="Shape:") split.prop(field, "shape", text="") split = layout.split() if field.type == 'NONE': return # nothing to draw elif field.type == 'GUIDE': col = split.column() col.prop(field, "guide_minimum") col.prop(field, "guide_free") col.prop(field, "falloff_power") col.prop(field, "use_guide_path_add") col.prop(field, "use_guide_path_weight") col = split.column() col.label(text="Clumping:") col.prop(field, "guide_clump_amount") col.prop(field, "guide_clump_shape") row = layout.row() row.prop(field, "use_max_distance") sub = row.row() sub.active = field.use_max_distance sub.prop(field, "distance_max") layout.separator() layout.prop(field, "guide_kink_type") if (field.guide_kink_type != 'NONE'): layout.prop(field, "guide_kink_axis") split = layout.split() col = split.column() col.prop(field, "guide_kink_frequency") col.prop(field, "guide_kink_shape") col = split.column() col.prop(field, "guide_kink_amplitude") elif field.type == 'TEXTURE': col = split.column() col.prop(field, "strength") col.prop(field, "texture", text="") col.prop(field, "texture_mode", text="") col.prop(field, "texture_nabla") col = split.column() col.prop(field, "use_object_coords") col.prop(field, "use_root_coords") col.prop(field, "use_2d_force") else: basic_force_field_settings_ui(self, context, field) if field.type not in ('NONE', 'GUIDE'): layout.label(text="Falloff:") layout.prop(field, "falloff_type", expand=True) basic_force_field_falloff_ui(self, context, field) if field.falloff_type == 'CONE': layout.separator() split = layout.split(percentage=0.35) col = split.column() col.label(text="Angular:") col.prop(field, "use_radial_min", text="Use Minimum") col.prop(field, "use_radial_max", text="Use Maximum") col = split.column() col.prop(field, "radial_falloff", text="Power") sub = col.column() sub.active = field.use_radial_min sub.prop(field, "radial_min", text="Angle") sub = col.column() sub.active = field.use_radial_max sub.prop(field, "radial_max", text="Angle") elif field.falloff_type == 'TUBE': layout.separator() split = layout.split(percentage=0.35) col = split.column() col.label(text="Radial:") col.prop(field, "use_radial_min", text="Use Minimum") col.prop(field, "use_radial_max", text="Use Maximum") col = split.column() col.prop(field, "radial_falloff", text="Power") sub = col.column() sub.active = field.use_radial_min sub.prop(field, "radial_min", text="Distance") sub = col.column() sub.active = field.use_radial_max sub.prop(field, "radial_max", text="Distance") class PHYSICS_PT_collision(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Collision" #bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object rd = context.scene.render 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() if md: # remove modifier + settings split.set_context_pointer("modifier", md) split.operator("object.modifier_remove", text="Remove") col = split.column() #row = split.row(align=True) #row.prop(md, "show_render", text="") #row.prop(md, "show_viewport", text="") coll = md.settings else: # add modifier split.operator("object.modifier_add", text="Add").type = 'COLLISION' split.label() coll = None if coll: settings = context.object.collision layout.active = settings.use split = layout.split() col = split.column() col.label(text="Particle:") col.prop(settings, "permeability", slider=True) col.prop(settings, "stickness") col.prop(settings, "use_particle_kill") col.label(text="Particle Damping:") sub = col.column(align=True) sub.prop(settings, "damping_factor", text="Factor", slider=True) sub.prop(settings, "damping_random", text="Random", slider=True) col.label(text="Particle Friction:") sub = col.column(align=True) sub.prop(settings, "friction_factor", text="Factor", slider=True) sub.prop(settings, "friction_random", text="Random", slider=True) col = split.column() col.label(text="Soft Body and Cloth:") sub = col.column(align=True) sub.prop(settings, "thickness_outer", text="Outer", slider=True) sub.prop(settings, "thickness_inner", text="Inner", slider=True) col.label(text="Soft Body Damping:") col.prop(settings, "damping", text="Factor", slider=True) col.label(text="Force Fields:") col.prop(settings, "absorption", text="Absorption") def register(): pass def unregister(): pass if __name__ == "__main__": register()