Files
test2/scripts/startup/bl_ui/properties_physics_field.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

493 lines
14 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import (
Panel,
)
from bl_ui.properties_physics_common import (
basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@staticmethod
def poll_force_field(context):
ob = context.object
return (ob and (ob.field) and (ob.field.type != 'NONE'))
@staticmethod
def poll_collision(context):
ob = context.object
return (ob and ob.type == 'MESH') and (context.collision)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "type")
class PHYSICS_PT_field_settings(PhysicButtonsPanel, Panel):
bl_label = "Settings"
bl_parent_id = 'PHYSICS_PT_field'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
layout.prop(field, "shape", text="Shape")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if field.type == 'NONE':
return # nothing to draw.
elif field.type == 'GUIDE':
col = flow.column()
col.prop(field, "guide_free")
col.prop(field, "falloff_power")
col.prop(field, "use_guide_path_add")
col.prop(field, "use_guide_path_weight")
col.separator()
col = flow.column()
col.prop(field, "guide_clump_amount", text="Clumping Amount")
col.prop(field, "guide_clump_shape")
col.separator()
col.prop(field, "guide_minimum", text="Min Distance")
col = layout.column(align=False, heading="Max Distance")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(field, "use_max_distance", text="")
sub = sub.row(align=True)
sub.active = field.use_max_distance
sub.prop(field, "distance_max", text="")
row.prop_decorator(field, "distance_max")
elif field.type == 'TEXTURE':
col = flow.column()
col.prop(field, "texture_mode")
col.separator()
col.prop(field, "strength")
sub = col.column(heading="Affect")
sub.prop(field, "apply_to_location", text="Location")
col = flow.column()
col.prop(field, "texture_nabla")
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'FLUID_FLOW':
col = flow.column()
col.prop(field, "strength")
col.prop(field, "flow")
sub = col.column(heading="Affect")
sub.prop(field, "apply_to_location", text="Location")
sub.prop(field, "apply_to_rotation", text="Rotation")
col = flow.column()
col.prop(field, "source_object")
col.prop(field, "use_smoke_density")
else:
del flow
basic_force_field_settings_ui(self, field)
class PHYSICS_PT_field_settings_kink(PhysicButtonsPanel, Panel):
bl_label = "Kink"
bl_parent_id = 'PHYSICS_PT_field_settings'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'GUIDE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "guide_kink_type", text="Type")
if field.guide_kink_type != 'NONE':
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(field, "guide_kink_axis")
col.prop(field, "guide_kink_frequency")
col = flow.column()
col.prop(field, "guide_kink_shape")
col.prop(field, "guide_kink_amplitude")
class PHYSICS_PT_field_settings_texture_select(PhysicButtonsPanel, Panel):
bl_label = "Texture"
bl_parent_id = 'PHYSICS_PT_field_settings'
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'TEXTURE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
layout.row().template_ID(field, "texture", new="texture.new")
class PHYSICS_PT_field_falloff(PhysicButtonsPanel, Panel):
bl_label = "Falloff"
bl_parent_id = "PHYSICS_PT_field"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type not in {'NONE', 'GUIDE'}) and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "falloff_type", text="Shape")
basic_force_field_falloff_ui(self, field)
class PHYSICS_PT_field_falloff_angular(PhysicButtonsPanel, Panel):
bl_label = "Angular"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'CONE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Min Angle")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Angle")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Max Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Angle")
class PHYSICS_PT_field_falloff_radial(PhysicButtonsPanel, Panel):
bl_label = "Radial"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'TUBE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Minimum")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Distance")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Maximum")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Distance")
def collision_warning(layout):
row = layout.row(align=True)
row.alignment = 'RIGHT'
row.label(text="No collision settings available")
class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
bl_label = "Collision"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = layout.column()
col.prop(settings, "absorption", text="Field Absorption")
class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
bl_label = "Particle"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
md = context.collision
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickiness")
col.prop(settings, "use_particle_kill")
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "damping_factor", text="Damping", slider=True)
sub.prop(settings, "damping_random", text="Randomize", slider=True)
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "friction_factor", text="Friction", slider=True)
sub.prop(settings, "friction_random", text="Randomize", slider=True)
class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
bl_label = "Softbody & Cloth"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "damping", text="Damping", slider=True)
col = flow.column()
col.prop(settings, "thickness_outer", text="Thickness Outer", slider=True)
col = flow.column()
col.prop(settings, "thickness_inner", text="Inner", slider=True)
col = flow.column()
col.prop(settings, "cloth_friction")
col = flow.column()
col.prop(settings, "use_culling")
col = flow.column()
col.prop(settings, "use_normal")
classes = (
PHYSICS_PT_field,
PHYSICS_PT_field_settings,
PHYSICS_PT_field_settings_kink,
PHYSICS_PT_field_settings_texture_select,
PHYSICS_PT_field_falloff,
PHYSICS_PT_field_falloff_angular,
PHYSICS_PT_field_falloff_radial,
PHYSICS_PT_collision,
PHYSICS_PT_collision_particle,
PHYSICS_PT_collision_softbody,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)