ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
264 lines
7.8 KiB
Python
264 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 .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'}
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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.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 = "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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