
import bpy

from buttons_particle import point_cache_ui

def softbody_panel_enabled(md):
	return md.point_cache.baked==False

class PhysicButtonsPanel(bpy.types.Panel):
	__space_type__ = 'PROPERTIES'
	__region_type__ = 'WINDOW'
	__context__ = "physics"

	def poll(self, context):
		ob = context.object
		rd = context.scene.render_data
		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
		
class PHYSICS_PT_softbody(PhysicButtonsPanel):
	__label__ = "Soft Body"

	def draw(self, context):
		layout = self.layout
		
		md = context.soft_body
		ob = context.object

		split = layout.split()
		split.operator_context = "EXEC_DEFAULT"

		if md:
			# remove modifier + settings
			split.set_context_pointer("modifier", md)
			split.itemO("object.modifier_remove", text="Remove")

			row = split.row(align=True)
			row.itemR(md, "render", text="")
			row.itemR(md, "realtime", text="")
		else:
			# add modifier
			split.item_enumO("object.modifier_add", "type", 'SOFT_BODY', text="Add")
			split.itemL("")
			
		if md:
			softbody = md.settings

			# General
			split = layout.split()
			split.enabled = softbody_panel_enabled(md)
			
			col = split.column()
			col.itemL(text="Object:")
			col.itemR(softbody, "mass")
			col.itemR(softbody, "friction")

			col = split.column()
			col.itemL(text="Simulation:")
			col.itemR(softbody, "gravity")
			col.itemR(softbody, "speed")
			
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
	__label__ = "Soft Body Cache"
	__default_closed__ = True

	def poll(self, context):
		return (context.soft_body)

	def draw(self, context):
		md = context.soft_body
		point_cache_ui(self, md.point_cache, softbody_panel_enabled(md), 0, 0)
			
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
	__label__ = "Soft Body Goal"
	__default_closed__ = True
	
	def poll(self, context):
		return (context.soft_body)
		
	def draw_header(self, context):
		softbody = context.soft_body.settings
	
		self.layout.active = softbody_panel_enabled(context.soft_body)
		self.layout.itemR(softbody, "use_goal", text="")
		
	def draw(self, context):
		layout = self.layout
		
		md = context.soft_body
		softbody = md.settings
		ob = context.object
		
		layout.active = softbody.use_goal and softbody_panel_enabled(md)

		split = layout.split()

		# Goal 
		split = layout.split()

		col = split.column()
		col.itemL(text="Goal Strengths:")
		col.itemR(softbody, "goal_default", text="Default")
		sub = col.column(align=True)
		sub.itemR(softbody, "goal_min", text="Minimum")
		sub.itemR(softbody, "goal_max", text="Maximum")
			
		col = split.column()
		col.itemL(text="Goal Settings:")
		col.itemR(softbody, "goal_spring", text="Stiffness")
		col.itemR(softbody, "goal_friction", text="Damping")
			
		layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")

class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
	__label__ = "Soft Body Edges"
	__default_closed__ = True
	
	def poll(self, context):
		return (context.soft_body)
		
	def draw_header(self, context):
		softbody = context.soft_body.settings
	
		self.layout.active = softbody_panel_enabled(context.soft_body)
		self.layout.itemR(softbody, "use_edges", text="")
		
	def draw(self, context):
		layout = self.layout
		
		md = context.soft_body
		softbody = md.settings
		ob = context.object

		layout.active = softbody.use_edges and softbody_panel_enabled(md)
			
		split = layout.split()
			
		col = split.column()
		col.itemL(text="Springs:")
		col.itemR(softbody, "pull")
		col.itemR(softbody, "push")
		col.itemR(softbody, "damp")
		col.itemR(softbody, "plastic")
		col.itemR(softbody, "bending")
		col.itemR(softbody, "spring_length", text="Length")
			
		col = split.column()
		col.itemR(softbody, "stiff_quads")
		sub = col.column()
		sub.active = softbody.stiff_quads
		sub.itemR(softbody, "shear")
			
		col.itemR(softbody, "new_aero", text="Aero")
		sub = col.column()
		sub.enabled = softbody.new_aero
		sub.itemR(softbody, "aero", text="Factor")

		col.itemL(text="Collision:")
		col.itemR(softbody, "edge_collision", text="Edge")
		col.itemR(softbody, "face_collision", text="Face")
			
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
	__label__ = "Soft Body Collision"
	__default_closed__ = True
	
	def poll(self, context):
		return (context.soft_body)
		
	def draw_header(self, context):
		softbody = context.soft_body.settings
	
		self.layout.active = softbody_panel_enabled(context.soft_body)
		self.layout.itemR(softbody, "self_collision", text="")
		
	def draw(self, context):
		layout = self.layout
		
		md = context.soft_body
		softbody = md.settings
		ob = context.object

		layout.active = softbody.self_collision and softbody_panel_enabled(md)
			
		layout.itemL(text="Collision Type:")
		layout.itemR(softbody, "collision_type", expand=True)
			
		col = layout.column(align=True)
		col.itemL(text="Ball:")
		col.itemR(softbody, "ball_size", text="Size")
		col.itemR(softbody, "ball_stiff", text="Stiffness")
		col.itemR(softbody, "ball_damp", text="Dampening")

class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
	__label__ = "Soft Body Solver"
	__default_closed__ = True
	
	def poll(self, context):
		return (context.soft_body)
		
	def draw(self, context):
		layout = self.layout
		
		md = context.soft_body
		softbody = md.settings
		ob = context.object

		layout.active = softbody_panel_enabled(md)

		# Solver
		split = layout.split()
			
		col = split.column(align=True)
		col.itemL(text="Step Size:")
		col.itemR(softbody, "minstep")
		col.itemR(softbody, "maxstep")
		col.itemR(softbody, "auto_step", text="Auto-Step")
			
		col = split.column()
		col.itemR(softbody, "error_limit")
		col.itemL(text="Helpers:")
		col.itemR(softbody, "choke")
		col.itemR(softbody, "fuzzy")
			
		layout.itemL(text="Diagnostics:")
		layout.itemR(softbody, "diagnose")
	
bpy.types.register(PHYSICS_PT_softbody)
bpy.types.register(PHYSICS_PT_softbody_cache)
bpy.types.register(PHYSICS_PT_softbody_goal)
bpy.types.register(PHYSICS_PT_softbody_edge)
bpy.types.register(PHYSICS_PT_softbody_collision)
bpy.types.register(PHYSICS_PT_softbody_solver)
