Although this wasn't so obvious since it only showed up for factory settings and in the preferences window. Panel display order depends on registration order, Sorry for the noise. On the bright side we no longer need to move classes around to re-arrange panels.
262 lines
7.8 KiB
Python
262 lines
7.8 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 bl_ui.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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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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rd = context.scene.render
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return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (rd.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'}
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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 = "Soft Body Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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 = "Soft Body Goal"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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 = "Soft Body Edges"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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 = "Soft Body Self Collision"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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.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 = "Soft Body Solver"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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 = "Soft Body Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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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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