Files
test/release/scripts/startup/bl_ui/properties_physics_field.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00

241 lines
7.9 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
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# This program is free software; you can redistribute it and/or
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# 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.
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# 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from bl_ui.properties_physics_common import (
basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
view_render = context.scene.view_render
return (context.object) and (view_render.engine in cls.COMPAT_ENGINES)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
ob = context.object
view_render = context.scene.view_render
return (view_render.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type != 'NONE')
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="")
elif field.type == 'TEXTURE':
split = layout.split(percentage=0.2)
split.label(text="Texture:")
split.row().template_ID(field, "texture", new="texture.new")
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_mode", text="")
col.prop(field, "texture_nabla")
col = split.column()
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'SMOKE_FLOW':
col = split.column()
col.prop(field, "strength")
col.prop(field, "flow")
col = split.column()
col.label(text="Domain Object:")
col.prop(field, "source_object", "")
col.prop(field, "use_smoke_density")
else:
basic_force_field_settings_ui(self, context, field)
if field.type not in {'NONE', 'GUIDE'}:
layout.label(text="Falloff:")
layout.row().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, Panel):
bl_label = "Collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
ob = context.object
view_render = context.scene.view_render
return (ob and ob.type == 'MESH') and (view_render.engine in cls.COMPAT_ENGINES) and (context.collision)
def draw(self, context):
layout = self.layout
md = context.collision
split = layout.split()
coll = md.settings
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, "stickiness")
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")
classes = (
PHYSICS_PT_field,
PHYSICS_PT_collision,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)