Files
test/release/scripts/startup/bl_ui/properties_physics_common.py
Brecht Van Lommel 644fadf2f0 Render: add "OpenGL" render engine.
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.
2018-07-17 16:46:09 +02:00

331 lines
12 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# 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.
#
# 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.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
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(self, layout, md, name, type, typeicon, toggles):
row = layout.row(align=True)
if md:
row.context_pointer_set("modifier", md)
row.operator("object.modifier_remove", text=name, text_ctxt=i18n_contexts.default, icon='X')
if toggles:
row.prop(md, "show_render", text="")
row.prop(md, "show_viewport", text="")
else:
row.operator("object.modifier_add", text=name, text_ctxt=i18n_contexts.default, icon=typeicon).type = type
def physics_add_special(self, 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_OPENGL'}
def draw(self, context):
obj = context.object
layout = self.layout
layout.label("Enable physics for:")
split = layout.split()
col = split.column()
if 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':
physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
col = split.column()
if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}:
physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
if obj.type == 'MESH':
physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
physics_add_special(self, col, obj.rigid_body, "Rigid Body",
"rigidbody.object_add",
"rigidbody.object_remove",
'MESH_ICOSPHERE') # XXX: need dedicated icon
# all types of objects can have rigid body constraint
physics_add_special(self, col, obj.rigid_body_constraint, "Rigid Body Constraint",
"rigidbody.constraint_add",
"rigidbody.constraint_remove",
'CONSTRAINT') # RB_TODO needs better icon
# cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc.
def point_cache_ui(self, context, cache, enabled, cachetype):
layout = self.layout
layout.context_pointer_set("point_cache", cache)
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='ZOOMIN', text="")
col.operator("ptcache.remove", icon='ZOOMOUT', text="")
if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
row = layout.row()
row.prop(cache, "use_external")
if cachetype == 'SMOKE':
row.prop(cache, "use_library_path", "Use Lib Path")
if cache.use_external:
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="Index Number:")
col.label(text="File Path:")
col = split.column()
col.prop(cache, "index", text="")
col.prop(cache, "filepath", text="")
cache_info = cache.info
if cache_info:
col = layout.column()
col.alignment = "RIGHT"
col.label(text=cache_info)
else:
if cachetype in {'SMOKE', 'DYNAMIC_PAINT'}:
if not bpy.data.is_saved:
layout.label(text="Cache is disabled until the file is saved")
layout.enabled = False
if not cache.use_external or cachetype == 'SMOKE':
col = layout.column(align=True)
col.use_property_split = 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 {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
col.prop(cache, "frame_step")
cache_info = cache.info
if cachetype != 'SMOKE' 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 {'SMOKE', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
flow.enabled = enabled and bpy.data.is_saved
flow.use_property_split = True
# NOTE: TODO temporarly used until the animate properties are properly skipped.
flow.use_property_decorate = False # No animation (remove this later on)
col = flow.column()
col.prop(cache, "use_disk_cache")
subcol = col.column()
subcol.active = cache.use_disk_cache
subcol.prop(cache, "use_library_path", "Use Lib Path")
col = flow.column()
col.enabled = enabled and bpy.data.is_saved
col.active = cache.use_disk_cache
col.prop(cache, "compression", text="Compression", expand=True)
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 cache.is_baked is True:
col.operator("ptcache.free_bake", text="Free Bake")
else:
col.operator("ptcache.bake", text="Bake").bake = True
sub = col.row()
sub.enabled = (cache.is_frame_skip or cache.is_outdated) and 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="Free All Bakes")
col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
def effector_weights_ui(self, context, weights, weight_type):
layout = self.layout
layout.use_property_split = True
layout.prop(weights, "group")
# NOTE: TODO temporarly used until the animate properties are properly skipped
layout.use_property_decorate = False # No animation (remove this later on)
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 != 'SMOKE':
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, context, field):
layout = self.layout
layout.use_property_split = True
if not field or field.type == 'NONE':
return
col = layout.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")
col = layout.column()
sub = col.column(align=True)
sub.prop(field, "noise")
sub.prop(field, "seed", text="Noise 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, "apply_to_location", text="Affect Location")
col.prop(field, "apply_to_rotation", text="Affect Rotation")
col.prop(field, "use_absorption")
def basic_force_field_falloff_ui(self, context, 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")
split = layout.split()
split.prop(field, "use_min_distance", text="Min Distance")
sub = split.column(align=True)
sub.active = field.use_min_distance
sub.prop(field, "distance_min", text="")
split = layout.split()
split.prop(field, "use_max_distance", text="Max Distance")
sub = split.column(align=True)
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="")
classes = (
PHYSICS_PT_add,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)