425 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			425 lines
		
	
	
		
			13 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 (
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    Panel,
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)
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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', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.prop(softbody, "collision_group")
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class PHYSICS_PT_softbody_object(PhysicButtonsPanel, Panel):
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    bl_label = "Object"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        ob = context.object
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        layout.enabled = softbody_panel_enabled(md)
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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(softbody, "friction")
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        col.separator()
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        col = flow.column()
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        col.prop(softbody, "mass")
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        col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Control Point")
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class PHYSICS_PT_softbody_simulation(PhysicButtonsPanel, Panel):
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    bl_label = "Simulation"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.enabled = softbody_panel_enabled(md)
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        layout.prop(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
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    bl_label = "Cache"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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 = "Goal"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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        layout.use_property_split = True
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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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        layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_softbody_goal_strenghts(PhysicButtonsPanel, Panel):
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    bl_label = "Strengths"
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    bl_parent_id = 'PHYSICS_PT_softbody_goal'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.active = softbody.use_goal and softbody_panel_enabled(md)
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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(softbody, "goal_default", text="Default")
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        col.separator()
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        col = flow.column(align=True)
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        col.prop(softbody, "goal_min", text="Min")
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        col.prop(softbody, "goal_max", text="Max")
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class PHYSICS_PT_softbody_goal_settings(PhysicButtonsPanel, Panel):
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    bl_label = "Settings"
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    bl_parent_id = 'PHYSICS_PT_softbody_goal'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.active = softbody.use_goal and softbody_panel_enabled(md)
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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(softbody, "goal_spring", text="Stiffness")
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        col = flow.column()
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        col.prop(softbody, "goal_friction", text="Damping")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
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    bl_label = "Edges"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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        layout.use_property_split = True
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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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        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_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
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        col.separator()
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        col.prop(softbody, "pull")
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        col.prop(softbody, "push")
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        col.separator()
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        col = flow.column()
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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.separator()
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        col = flow.column()
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        col.prop(softbody, "spring_length", text="Length")
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        col.prop(softbody, "use_edge_collision", text="Collision Edge")
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        col.prop(softbody, "use_face_collision", text="Face")
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class PHYSICS_PT_softbody_edge_aerodynamics(PhysicButtonsPanel, Panel):
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    bl_label = "Aerodynamics"
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    bl_parent_id = 'PHYSICS_PT_softbody_edge'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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        md = context.soft_body
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        softbody = md.settings
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        flow.active = softbody.use_edges and softbody_panel_enabled(md)
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        col = flow.column()
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        col.prop(softbody, "aerodynamics_type", text="Type")
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        col = flow.column()
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        col.prop(softbody, "aero", text="Factor")
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class PHYSICS_PT_softbody_edge_stiffness(PhysicButtonsPanel, Panel):
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    bl_label = "Stiffness"
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    bl_parent_id = 'PHYSICS_PT_softbody_edge'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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_stiff_quads", text="")
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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.soft_body
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        softbody = md.settings
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        layout.active = softbody.use_edges and softbody.use_stiff_quads and softbody_panel_enabled(md)
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        layout.prop(softbody, "shear")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
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    bl_label = "Self Collision"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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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        layout.use_property_split = True
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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.prop(softbody, "collision_type", text="Calculation Type")
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        layout.separator()
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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(softbody, "ball_size", text="Ball Size")
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        col = flow.column()
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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 = "Solver"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.active = softbody_panel_enabled(md)
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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(align=True)
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        col.prop(softbody, "step_min", text="Step Size Min")
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        col.prop(softbody, "step_max", text="Max")
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        col = flow.column()
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        col.prop(softbody, "use_auto_step", text="Auto-Step")
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        col.prop(softbody, "error_threshold")
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class PHYSICS_PT_softbody_solver_diagnostics(PhysicButtonsPanel, Panel):
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    bl_label = "Diagnostics"
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    bl_parent_id = 'PHYSICS_PT_softbody_solver'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.active = softbody_panel_enabled(md)
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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_solver_helpers(PhysicButtonsPanel, Panel):
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    bl_label = "Helpers"
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    bl_parent_id = 'PHYSICS_PT_softbody_solver'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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.soft_body
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        softbody = md.settings
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        layout.active = softbody_panel_enabled(md)
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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(softbody, "choke")
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        col = flow.column()
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        col.prop(softbody, "fuzzy")
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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
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    bl_label = "Field Weights"
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    bl_parent_id = 'PHYSICS_PT_softbody'
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    bl_options = {'DEFAULT_CLOSED'}
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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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_object,
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    PHYSICS_PT_softbody_simulation,
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    PHYSICS_PT_softbody_cache,
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    PHYSICS_PT_softbody_goal,
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    PHYSICS_PT_softbody_goal_settings,
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    PHYSICS_PT_softbody_goal_strenghts,
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    PHYSICS_PT_softbody_edge,
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    PHYSICS_PT_softbody_edge_aerodynamics,
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    PHYSICS_PT_softbody_edge_stiffness,
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    PHYSICS_PT_softbody_collision,
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    PHYSICS_PT_softbody_solver,
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    PHYSICS_PT_softbody_solver_diagnostics,
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    PHYSICS_PT_softbody_solver_helpers,
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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)
 |