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test/scripts/startup/bl_ui/properties_physics_common.py
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

368 lines
12 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# 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
return None
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',
'BLENDER_WORKBENCH_NEXT'}
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)