This commit implements described in the #104573. The goal is to fix the confusion of the submodule hashes change, which are not ideal for any of the supported git-module configuration (they are either always visible causing confusion, or silently staged and committed, also causing confusion). This commit replaces submodules with a checkout of addons and addons_contrib, covered by the .gitignore, and locale and developer tools are moved to the main repository. This also changes the paths: - /release/scripts are moved to the /scripts - /source/tools are moved to the /tools - /release/datafiles/locale is moved to /locale This is done to avoid conflicts when using bisect, and also allow buildbot to automatically "recover" wgen building older or newer branches/patches. Running `make update` will initialize the local checkout to the changed repository configuration. Another aspect of the change is that the make update will support Github style of remote organization (origin remote pointing to thy fork, upstream remote pointing to the upstream blender/blender.git). Pull Request #104755
485 lines
14 KiB
Python
485 lines
14 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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from bpy.types import (
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Panel,
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)
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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COMPAT_OB_TYPES = {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}
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def softbody_panel_enabled(md):
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return (md.point_cache.is_baked is False)
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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return ob and ob.type in COMPAT_OB_TYPES and context.engine in cls.COMPAT_ENGINES and context.soft_body
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class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body"
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.prop(softbody, "collision_collection")
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class PHYSICS_PT_softbody_object(PhysicButtonsPanel, Panel):
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bl_label = "Object"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.enabled = softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "friction")
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col.separator()
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col = flow.column()
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col.prop(softbody, "mass")
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col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Control Point")
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class PHYSICS_PT_softbody_simulation(PhysicButtonsPanel, Panel):
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bl_label = "Simulation"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.enabled = softbody_panel_enabled(md)
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layout.prop(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
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bl_label = "Cache"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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md = context.soft_body
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point_cache_ui(self, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
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class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
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bl_label = "Goal"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_goal", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_softbody_goal_strengths(PhysicButtonsPanel, Panel):
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bl_label = "Strengths"
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bl_parent_id = 'PHYSICS_PT_softbody_goal'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "goal_default", text="Default")
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col.separator()
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col = flow.column(align=True)
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col.prop(softbody, "goal_min", text="Min")
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col.prop(softbody, "goal_max", text="Max")
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class PHYSICS_PT_softbody_goal_settings(PhysicButtonsPanel, Panel):
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bl_label = "Settings"
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bl_parent_id = 'PHYSICS_PT_softbody_goal'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "goal_spring", text="Stiffness")
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col = flow.column()
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col.prop(softbody, "goal_friction", text="Damping")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
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bl_label = "Edges"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_edges", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_edges and softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
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col.separator()
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col.prop(softbody, "pull")
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col.prop(softbody, "push")
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col.separator()
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col = flow.column()
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col.prop(softbody, "damping")
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col.prop(softbody, "plastic")
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col.prop(softbody, "bend")
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col.separator()
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col = flow.column()
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col.prop(softbody, "spring_length", text="Length")
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col.separator()
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col = flow.column(align=True, heading="Collision")
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col.prop(softbody, "use_edge_collision", text="Edge", toggle=False)
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col.prop(softbody, "use_face_collision", text="Face", toggle=False)
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class PHYSICS_PT_softbody_edge_aerodynamics(PhysicButtonsPanel, Panel):
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bl_label = "Aerodynamics"
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bl_parent_id = 'PHYSICS_PT_softbody_edge'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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md = context.soft_body
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softbody = md.settings
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flow.active = softbody.use_edges and softbody_panel_enabled(md)
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col = flow.column()
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col.prop(softbody, "aerodynamics_type", text="Type")
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col = flow.column()
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col.prop(softbody, "aero", text="Factor")
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class PHYSICS_PT_softbody_edge_stiffness(PhysicButtonsPanel, Panel):
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bl_label = "Stiffness"
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bl_parent_id = 'PHYSICS_PT_softbody_edge'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_stiff_quads", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_edges and softbody.use_stiff_quads and softbody_panel_enabled(md)
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layout.prop(softbody, "shear")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
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bl_label = "Self Collision"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_self_collision", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
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layout.prop(softbody, "collision_type", text="Calculation Type")
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layout.separator()
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "ball_size", text="Ball Size")
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col = flow.column()
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col.prop(softbody, "ball_stiff", text="Stiffness")
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col.prop(softbody, "ball_damp", text="Dampening")
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class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
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bl_label = "Solver"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column(align=True)
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col.prop(softbody, "step_min", text="Step Size Min")
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col.prop(softbody, "step_max", text="Max")
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col = flow.column()
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col.prop(softbody, "use_auto_step", text="Auto-Step")
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col.prop(softbody, "error_threshold")
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class PHYSICS_PT_softbody_solver_diagnostics(PhysicButtonsPanel, Panel):
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bl_label = "Diagnostics"
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bl_parent_id = 'PHYSICS_PT_softbody_solver'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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layout.prop(softbody, "use_diagnose")
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layout.prop(softbody, "use_estimate_matrix")
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class PHYSICS_PT_softbody_solver_helpers(PhysicButtonsPanel, Panel):
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bl_label = "Helpers"
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bl_parent_id = 'PHYSICS_PT_softbody_solver'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "choke")
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col = flow.column()
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col.prop(softbody, "fuzzy")
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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Field Weights"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {
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'BLENDER_RENDER',
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'BLENDER_EEVEE',
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'BLENDER_EEVEE_NEXT',
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'BLENDER_WORKBENCH',
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'BLENDER_WORKBENCH_NEXT'}
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def draw(self, context):
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md = context.soft_body
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softbody = md.settings
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effector_weights_ui(self, softbody.effector_weights, 'SOFTBODY')
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classes = (
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PHYSICS_PT_softbody,
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PHYSICS_PT_softbody_object,
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PHYSICS_PT_softbody_simulation,
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PHYSICS_PT_softbody_cache,
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PHYSICS_PT_softbody_goal,
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PHYSICS_PT_softbody_goal_settings,
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PHYSICS_PT_softbody_goal_strengths,
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PHYSICS_PT_softbody_edge,
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PHYSICS_PT_softbody_edge_aerodynamics,
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PHYSICS_PT_softbody_edge_stiffness,
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PHYSICS_PT_softbody_collision,
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PHYSICS_PT_softbody_solver,
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PHYSICS_PT_softbody_solver_diagnostics,
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PHYSICS_PT_softbody_solver_helpers,
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PHYSICS_PT_softbody_field_weights,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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