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blender-archive/release/scripts/startup/bl_ui/properties_physics_common.py
William Reynish 7fc60bff14 UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.

Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.

We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.

* Changes the property split percentage from 50/50% to 40/60%. This is
  needed to give enough space for the checkboxes. But in most cases this
  looks better anyway - see Transform panel. In some cases it simply
  fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
  When we did this, the alignment was never quite right, and the layout
  code was a mess.
* Adds column headings to many places where a list of checkboxes all
  share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
  only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
  poorly with column headings, and also they would mess alignment up
  badly. The grid flow layouts also often made buttons and controls jump
  around on the screen if you would just resize editors slightly,
  causing visual confusion, making users lose their place. The logic for
  at what time the list of items would re-flow was often flawed, jumping
  to multiple columns too fast or too late - and frankly, the grid flow
  layouts would often just look bad.

Maniphest Task: https://developer.blender.org/T65965

Differential Revision: https://developer.blender.org/D7430

Reviewed by: Brecht Van Lommel, Pablo Vazquez.

Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 17:00:57 +02:00

374 lines
12 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import (
Panel,
)
from bpy.app.translations import contexts as i18n_contexts
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
return (context.object) and context.engine in cls.COMPAT_ENGINES
def physics_add(layout, md, name, type, typeicon, toggles):
row = layout.row(align=True)
if md:
row.context_pointer_set("modifier", md)
row.operator(
"object.modifier_remove",
text=name,
text_ctxt=i18n_contexts.default,
icon='X',
)
if toggles:
row.prop(md, "show_render", text="")
row.prop(md, "show_viewport", text="")
else:
row.operator(
"object.modifier_add",
text=name,
text_ctxt=i18n_contexts.default,
icon=typeicon,
).type = type
def physics_add_special(layout, data, name, addop, removeop, typeicon):
row = layout.row(align=True)
if data:
row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X')
else:
row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon)
class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
row = layout.row(align=True)
row.alignment = 'LEFT'
row.label(text="Enable physics for:")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
obj = context.object
col = flow.column()
if obj.field.type == 'NONE':
col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
else:
col.operator("object.forcefield_toggle", text="Force Field", icon='X')
if obj.type == 'MESH':
physics_add(col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
physics_add(col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
physics_add(col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
col = flow.column()
if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}:
physics_add(col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
if obj.type == 'MESH':
physics_add(col, context.fluid, "Fluid", 'FLUID', 'MOD_FLUIDSIM', True)
physics_add_special(
col, obj.rigid_body, "Rigid Body",
"rigidbody.object_add",
"rigidbody.object_remove",
'RIGID_BODY'
)
# all types of objects can have rigid body constraint.
physics_add_special(
col, obj.rigid_body_constraint, "Rigid Body Constraint",
"rigidbody.constraint_add",
"rigidbody.constraint_remove",
'RIGID_BODY_CONSTRAINT'
)
# cache-type can be 'PSYS' 'HAIR' 'FLUID' etc.
def point_cache_ui(self, cache, enabled, cachetype):
layout = self.layout
layout.use_property_split = True
layout.context_pointer_set("point_cache", cache)
is_saved = bpy.data.is_saved
# NOTE: TODO temporarily used until the animate properties are properly skipped.
layout.use_property_decorate = False # No animation (remove this later on).
if not cachetype == 'RIGID_BODY':
row = layout.row()
row.template_list(
"UI_UL_list", "point_caches", cache, "point_caches",
cache.point_caches, "active_index", rows=1,
)
col = row.column(align=True)
col.operator("ptcache.add", icon='ADD', text="")
col.operator("ptcache.remove", icon='REMOVE', text="")
if cachetype in {'PSYS', 'HAIR', 'FLUID'}:
col = layout.column()
if cachetype == 'FLUID':
col.prop(cache, "use_library_path", text="Use Library Path")
col.prop(cache, "use_external")
if cache.use_external:
col = layout.column()
col.prop(cache, "index", text="Index")
col.prop(cache, "filepath", text="Path")
cache_info = cache.info
if cache_info:
col = layout.column()
col.alignment = 'RIGHT'
col.label(text=cache_info)
else:
if cachetype in {'FLUID', 'DYNAMIC_PAINT'}:
if not is_saved:
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.label(text="Cache is disabled until the file is saved")
layout.enabled = False
if not cache.use_external or cachetype == 'FLUID':
col = layout.column(align=True)
if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
col.enabled = enabled
col.prop(cache, "frame_start", text="Simulation Start")
col.prop(cache, "frame_end")
if cachetype not in {'FLUID', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
col.prop(cache, "frame_step")
cache_info = cache.info
if cachetype != 'FLUID' and cache_info: # avoid empty space.
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.label(text=cache_info)
can_bake = True
if cachetype not in {'FLUID', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
if not is_saved:
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.label(text="Options are disabled until the file is saved")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
flow.enabled = enabled and is_saved
col = flow.column(align=True)
col.prop(cache, "use_disk_cache")
subcol = col.column()
subcol.active = cache.use_disk_cache
subcol.prop(cache, "use_library_path", text="Use Library Path")
col = flow.column()
col.active = cache.use_disk_cache
col.prop(cache, "compression", text="Compression")
if cache.id_data.library and not cache.use_disk_cache:
can_bake = False
col = layout.column(align=True)
col.alignment = 'RIGHT'
col.separator()
col.label(text="Linked object baking requires Disk Cache to be enabled")
else:
layout.separator()
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.active = can_bake
if cache.is_baked is True:
col.operator("ptcache.free_bake", text="Delete Bake")
else:
col.operator("ptcache.bake", text="Bake").bake = True
sub = col.row()
sub.enabled = enabled
sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
sub = col.column()
sub.enabled = enabled
sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
col = flow.column()
col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
col.operator("ptcache.free_bake_all", text="Delete All Bakes")
col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
def effector_weights_ui(self, weights, weight_type):
layout = self.layout
layout.use_property_split = True
# NOTE: TODO temporarily used until the animate properties are properly skipped.
layout.use_property_decorate = False # No animation (remove this later on).
layout.prop(weights, "collection")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(weights, "gravity", slider=True)
col.prop(weights, "all", slider=True)
col.prop(weights, "force", slider=True)
col.prop(weights, "vortex", slider=True)
col = flow.column()
col.prop(weights, "magnetic", slider=True)
col.prop(weights, "harmonic", slider=True)
col.prop(weights, "charge", slider=True)
col.prop(weights, "lennardjones", slider=True)
col = flow.column()
col.prop(weights, "wind", slider=True)
col.prop(weights, "curve_guide", slider=True)
col.prop(weights, "texture", slider=True)
if weight_type != 'FLUID':
col.prop(weights, "smokeflow", slider=True)
col = flow.column()
col.prop(weights, "turbulence", slider=True)
col.prop(weights, "drag", slider=True)
col.prop(weights, "boid", slider=True)
def basic_force_field_settings_ui(self, field):
layout = self.layout
layout.use_property_split = True
if not field or field.type == 'NONE':
return
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
if field.type == 'DRAG':
col.prop(field, "linear_drag", text="Linear")
else:
col.prop(field, "strength")
if field.type == 'TURBULENCE':
col.prop(field, "size")
col.prop(field, "flow")
elif field.type == 'HARMONIC':
col.prop(field, "harmonic_damping", text="Damping")
col.prop(field, "rest_length")
elif field.type == 'VORTEX' and field.shape != 'POINT':
col.prop(field, "inflow")
elif field.type == 'DRAG':
col.prop(field, "quadratic_drag", text="Quadratic")
else:
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()
sub = col.column(align=True)
sub.prop(field, "noise", text="Noise Amount")
sub.prop(field, "seed", text="Seed")
if field.type == 'TURBULENCE':
col.prop(field, "use_global_coords", text="Global")
elif field.type == 'HARMONIC':
col.prop(field, "use_multiple_springs")
if field.type == 'FORCE':
col.prop(field, "use_gravity_falloff", text="Gravitation")
col.prop(field, "use_absorption")
def basic_force_field_falloff_ui(self, field):
layout = self.layout
if not field or field.type == 'NONE':
return
col = layout.column()
col.prop(field, "z_direction")
col.prop(field, "falloff_power", text="Power")
col = layout.column(align=False, heading="Minimum Distance")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(field, "use_min_distance", text="")
sub = sub.row(align=True)
sub.active = field.use_min_distance
sub.prop(field, "distance_min", text="")
row.prop_decorator(field, "distance_min")
col = layout.column(align=False, heading="Maximum 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")
classes = (
PHYSICS_PT_add,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)