Files
test/scripts/startup/bl_ui/properties_physics_softbody.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
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
2023-02-21 16:39:58 +01:00

485 lines
14 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import (
Panel,
)
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
COMPAT_OB_TYPES = {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}
def softbody_panel_enabled(md):
return (md.point_cache.is_baked is False)
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.type in COMPAT_OB_TYPES and context.engine in cls.COMPAT_ENGINES and context.soft_body
class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
bl_label = "Soft Body"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.prop(softbody, "collision_collection")
class PHYSICS_PT_softbody_object(PhysicButtonsPanel, Panel):
bl_label = "Object"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
ob = context.object
layout.enabled = softbody_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(softbody, "friction")
col.separator()
col = flow.column()
col.prop(softbody, "mass")
col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Control Point")
class PHYSICS_PT_softbody_simulation(PhysicButtonsPanel, Panel):
bl_label = "Simulation"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.enabled = softbody_panel_enabled(md)
layout.prop(softbody, "speed")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
bl_label = "Cache"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
md = context.soft_body
point_cache_ui(self, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
bl_label = "Goal"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_goal and softbody_panel_enabled(md)
layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_goal_strengths(PhysicButtonsPanel, Panel):
bl_label = "Strengths"
bl_parent_id = 'PHYSICS_PT_softbody_goal'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody.use_goal and softbody_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(softbody, "goal_default", text="Default")
col.separator()
col = flow.column(align=True)
col.prop(softbody, "goal_min", text="Min")
col.prop(softbody, "goal_max", text="Max")
class PHYSICS_PT_softbody_goal_settings(PhysicButtonsPanel, Panel):
bl_label = "Settings"
bl_parent_id = 'PHYSICS_PT_softbody_goal'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody.use_goal and softbody_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(softbody, "goal_spring", text="Stiffness")
col = flow.column()
col.prop(softbody, "goal_friction", text="Damping")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
bl_label = "Edges"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_edges and softbody_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
col.separator()
col.prop(softbody, "pull")
col.prop(softbody, "push")
col.separator()
col = flow.column()
col.prop(softbody, "damping")
col.prop(softbody, "plastic")
col.prop(softbody, "bend")
col.separator()
col = flow.column()
col.prop(softbody, "spring_length", text="Length")
col.separator()
col = flow.column(align=True, heading="Collision")
col.prop(softbody, "use_edge_collision", text="Edge", toggle=False)
col.prop(softbody, "use_face_collision", text="Face", toggle=False)
class PHYSICS_PT_softbody_edge_aerodynamics(PhysicButtonsPanel, Panel):
bl_label = "Aerodynamics"
bl_parent_id = 'PHYSICS_PT_softbody_edge'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
md = context.soft_body
softbody = md.settings
flow.active = softbody.use_edges and softbody_panel_enabled(md)
col = flow.column()
col.prop(softbody, "aerodynamics_type", text="Type")
col = flow.column()
col.prop(softbody, "aero", text="Factor")
class PHYSICS_PT_softbody_edge_stiffness(PhysicButtonsPanel, Panel):
bl_label = "Stiffness"
bl_parent_id = 'PHYSICS_PT_softbody_edge'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_stiff_quads", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody.use_edges and softbody.use_stiff_quads and softbody_panel_enabled(md)
layout.prop(softbody, "shear")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
bl_label = "Self Collision"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_self_collision", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
layout.prop(softbody, "collision_type", text="Calculation Type")
layout.separator()
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(softbody, "ball_size", text="Ball Size")
col = flow.column()
col.prop(softbody, "ball_stiff", text="Stiffness")
col.prop(softbody, "ball_damp", text="Dampening")
class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
bl_label = "Solver"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column(align=True)
col.prop(softbody, "step_min", text="Step Size Min")
col.prop(softbody, "step_max", text="Max")
col = flow.column()
col.prop(softbody, "use_auto_step", text="Auto-Step")
col.prop(softbody, "error_threshold")
class PHYSICS_PT_softbody_solver_diagnostics(PhysicButtonsPanel, Panel):
bl_label = "Diagnostics"
bl_parent_id = 'PHYSICS_PT_softbody_solver'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody_panel_enabled(md)
layout.prop(softbody, "use_diagnose")
layout.prop(softbody, "use_estimate_matrix")
class PHYSICS_PT_softbody_solver_helpers(PhysicButtonsPanel, Panel):
bl_label = "Helpers"
bl_parent_id = 'PHYSICS_PT_softbody_solver'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.soft_body
softbody = md.settings
layout.active = softbody_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(softbody, "choke")
col = flow.column()
col.prop(softbody, "fuzzy")
class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
bl_label = "Field Weights"
bl_parent_id = 'PHYSICS_PT_softbody'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
def draw(self, context):
md = context.soft_body
softbody = md.settings
effector_weights_ui(self, softbody.effector_weights, 'SOFTBODY')
classes = (
PHYSICS_PT_softbody,
PHYSICS_PT_softbody_object,
PHYSICS_PT_softbody_simulation,
PHYSICS_PT_softbody_cache,
PHYSICS_PT_softbody_goal,
PHYSICS_PT_softbody_goal_settings,
PHYSICS_PT_softbody_goal_strengths,
PHYSICS_PT_softbody_edge,
PHYSICS_PT_softbody_edge_aerodynamics,
PHYSICS_PT_softbody_edge_stiffness,
PHYSICS_PT_softbody_collision,
PHYSICS_PT_softbody_solver,
PHYSICS_PT_softbody_solver_diagnostics,
PHYSICS_PT_softbody_solver_helpers,
PHYSICS_PT_softbody_field_weights,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)