* Greetings from farsthary: particle rotation is now taken into account for particle effector direction. ** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/. **The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed. * I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system. * Also some tiny reorganization of the falloff min/max values for a nicer ui.
295 lines
8.9 KiB
Python
295 lines
8.9 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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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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rd = context.scene.render
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return (context.object) and (not rd.use_game_engine)
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def physics_add(self, layout, md, name, type, typeicon, toggles):
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sub = layout.row(align=True)
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if md:
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sub.context_pointer_set("modifier", md)
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sub.operator("object.modifier_remove", text=name, icon='X')
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if(toggles):
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sub.prop(md, "show_render", text="")
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sub.prop(md, "show_viewport", text="")
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else:
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sub.operator("object.modifier_add", text=name, icon=typeicon).type = type
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class PHYSICS_PT_add(PhysicButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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ob = context.object
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layout = self.layout
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layout.label("Enable physics for:")
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split = layout.split()
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col = split.column()
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if(context.object.field.type == 'NONE'):
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col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
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else:
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col.operator("object.forcefield_toggle", text="Force Field", icon='X')
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if(ob.type == 'MESH'):
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physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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col = split.column()
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if(ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE'):
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physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if(ob.type == 'MESH'):
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physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
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physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
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#cachetype can be 'PSYS' 'HAIR' 'SMOKE' etc
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def point_cache_ui(self, context, cache, enabled, cachetype):
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layout = self.layout
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layout.context_pointer_set("point_cache", cache)
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row = layout.row()
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row.template_list(cache, "point_caches", cache.point_caches, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("ptcache.add", icon='ZOOMIN', text="")
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col.operator("ptcache.remove", icon='ZOOMOUT', text="")
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row = layout.row()
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if cachetype in ('PSYS', 'HAIR', 'SMOKE'):
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row.prop(cache, "use_external")
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if cache.use_external:
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split = layout.split(percentage=0.80)
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split.prop(cache, "name", text="File Name")
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split.prop(cache, "index", text="")
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row = layout.row()
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row.label(text="File Path:")
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row.prop(cache, "use_library_path", "Use Lib Path")
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layout.prop(cache, "filepath", text="")
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layout.label(text=cache.info)
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else:
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if cachetype == 'SMOKE':
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if bpy.data.is_dirty:
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layout.label(text="Cache is disabled until the file is saved")
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layout.enabled = False
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if cache.use_disk_cache:
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layout.prop(cache, "name", text="File Name")
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else:
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layout.prop(cache, "name", text="Cache Name")
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row = layout.row(align=True)
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if cachetype != 'PSYS':
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row.enabled = enabled
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row.prop(cache, "frame_start")
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row.prop(cache, "frame_end")
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if cachetype not in ('SMOKE', 'CLOTH'):
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row.prop(cache, "frame_step")
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row.prop(cache, "use_quick_cache")
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if cachetype != 'SMOKE':
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layout.label(text=cache.info)
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if cachetype != 'SMOKE':
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split = layout.split()
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split.enabled = enabled and (not bpy.data.is_dirty)
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col = split.column()
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col.prop(cache, "use_disk_cache")
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col = split.column()
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col.active = cache.use_disk_cache
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col.prop(cache, "use_library_path", "Use Lib Path")
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row = layout.row()
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row.enabled = enabled and (not bpy.data.is_dirty)
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row.active = cache.use_disk_cache
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row.label(text="Compression:")
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row.prop(cache, "compression", expand=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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if cache.is_baked == True:
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col.operator("ptcache.free_bake", text="Free Bake")
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else:
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col.operator("ptcache.bake", text="Bake").bake = True
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sub = col.row()
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sub.enabled = (cache.frames_skipped or cache.is_outdated) and enabled
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sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
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sub = col.column()
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sub.enabled = enabled
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sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
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col = split.column()
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col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
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col.operator("ptcache.free_bake_all", text="Free All Bakes")
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col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
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def effector_weights_ui(self, context, weights):
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layout = self.layout
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layout.prop(weights, "group")
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split = layout.split()
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col = split.column()
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col.prop(weights, "gravity", slider=True)
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col = split.column()
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col.prop(weights, "all", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(weights, "force", slider=True)
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col.prop(weights, "vortex", slider=True)
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col.prop(weights, "magnetic", slider=True)
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col.prop(weights, "wind", slider=True)
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col.prop(weights, "curve_guide", slider=True)
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col.prop(weights, "texture", slider=True)
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col = split.column()
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col.prop(weights, "harmonic", slider=True)
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col.prop(weights, "charge", slider=True)
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col.prop(weights, "lennardjones", slider=True)
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col.prop(weights, "turbulence", slider=True)
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col.prop(weights, "drag", slider=True)
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col.prop(weights, "boid", slider=True)
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def basic_force_field_settings_ui(self, context, field):
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layout = self.layout
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split = layout.split()
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if not field or field.type == 'NONE':
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return
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col = split.column()
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if field.type == 'DRAG':
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col.prop(field, "linear_drag", text="Linear")
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else:
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col.prop(field, "strength")
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if field.type == 'TURBULENCE':
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col.prop(field, "size")
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col.prop(field, "flow")
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elif field.type == 'HARMONIC':
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col.prop(field, "harmonic_damping", text="Damping")
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col.prop(field, "rest_length")
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elif field.type == 'VORTEX' and field.shape != 'POINT':
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col.prop(field, "inflow")
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elif field.type == 'DRAG':
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col.prop(field, "quadratic_drag", text="Quadratic")
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else:
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col.prop(field, "flow")
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col = split.column()
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col.prop(field, "noise")
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col.prop(field, "seed")
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if field.type == 'TURBULENCE':
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col.prop(field, "use_global_coords", text="Global")
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elif field.type == 'HARMONIC':
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col.prop(field, "use_multiple_springs")
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split = layout.split()
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col = split.column()
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col.label(text="Effect point:")
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col.prop(field, "apply_to_location")
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col.prop(field, "apply_to_rotation")
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col = split.column()
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col.label(text="Collision:")
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, context, field):
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layout = self.layout
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# XXX: This doesn't update for some reason.
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#split = layout.split()
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split = layout.split(percentage=0.35)
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if not field or field.type == 'NONE':
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return
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col = split.column()
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col.prop(field, "z_direction", text="")
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col = split.column()
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col.prop(field, "falloff_power", text="Power")
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split = layout.split()
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_min_distance", text="")
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sub = row.row()
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="Minimum")
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_max_distance", text="")
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sub = row.row()
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text="Maximum")
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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