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