This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
270 lines
8.2 KiB
Python
270 lines
8.2 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from .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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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ob = context.object
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softbody = md.settings
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# General
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split = layout.split()
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split.enabled = softbody_panel_enabled(md)
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col = split.column()
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col.label(text="Object:")
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col.prop(softbody, "friction")
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col.prop(softbody, "mass")
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col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
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col = split.column()
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col.label(text="Simulation:")
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col.prop(softbody, "speed")
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layout.prop(softbody, "collision_group")
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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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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md = context.soft_body
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point_cache_ui(self, context, 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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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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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split = layout.split()
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# Goal
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split = layout.split()
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col = split.column()
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col.label(text="Goal Strengths:")
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col.prop(softbody, "goal_default", text="Default")
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sub = col.column(align=True)
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sub.prop(softbody, "goal_min", text="Minimum")
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sub.prop(softbody, "goal_max", text="Maximum")
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col = split.column()
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col.label(text="Goal Settings:")
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col.prop(softbody, "goal_spring", text="Stiffness")
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col.prop(softbody, "goal_friction", text="Damping")
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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_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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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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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split = layout.split()
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col = split.column()
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col.label(text="Springs:")
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col.prop(softbody, "pull")
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col.prop(softbody, "push")
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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.prop(softbody, "spring_length", text="Length")
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col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
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col = split.column()
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col.prop(softbody, "use_stiff_quads")
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sub = col.column()
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sub.active = softbody.use_stiff_quads
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sub.prop(softbody, "shear")
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col.label(text="Aerodynamics:")
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col.row().prop(softbody, "aerodynamics_type", expand=True)
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col.prop(softbody, "aero", text="Factor")
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#sub = col.column()
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#sub.enabled = softbody.aero > 0
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col.label(text="Collision:")
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col.prop(softbody, "use_edge_collision", text="Edge")
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col.prop(softbody, "use_face_collision", text="Face")
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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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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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.label(text="Collision Ball Size Calculation:")
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layout.row().prop(softbody, "collision_type", expand=True)
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col = layout.column(align=True)
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col.label(text="Ball:")
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col.prop(softbody, "ball_size", text="Size")
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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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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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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# Solver
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Step Size:")
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col.prop(softbody, "step_min")
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col.prop(softbody, "step_max")
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col.prop(softbody, "use_auto_step", text="Auto-Step")
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col = split.column()
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col.prop(softbody, "error_threshold")
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col.label(text="Helpers:")
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col.prop(softbody, "choke")
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col.prop(softbody, "fuzzy")
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layout.label(text="Diagnostics:")
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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_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 = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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, context, softbody.effector_weights, 'SOFTBODY')
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classes = (
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PHYSICS_PT_softbody,
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PHYSICS_PT_softbody_cache,
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PHYSICS_PT_softbody_goal,
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PHYSICS_PT_softbody_edge,
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PHYSICS_PT_softbody_collision,
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PHYSICS_PT_softbody_solver,
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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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