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.
374 lines
12 KiB
Python
374 lines
12 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 bpy.app.translations import contexts as i18n_contexts
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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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return (context.object) and context.engine in cls.COMPAT_ENGINES
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def physics_add(layout, md, name, type, typeicon, toggles):
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row = layout.row(align=True)
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if md:
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row.context_pointer_set("modifier", md)
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row.operator(
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"object.modifier_remove",
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text=name,
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text_ctxt=i18n_contexts.default,
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icon='X',
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)
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if toggles:
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row.prop(md, "show_render", text="")
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row.prop(md, "show_viewport", text="")
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else:
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row.operator(
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"object.modifier_add",
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text=name,
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text_ctxt=i18n_contexts.default,
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icon=typeicon,
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).type = type
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def physics_add_special(layout, data, name, addop, removeop, typeicon):
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row = layout.row(align=True)
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if data:
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row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X')
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else:
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row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon)
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class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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row = layout.row(align=True)
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row.alignment = 'LEFT'
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row.label(text="Enable physics for:")
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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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obj = context.object
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col = flow.column()
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if obj.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 obj.type == 'MESH':
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physics_add(col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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physics_add(col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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physics_add(col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
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col = flow.column()
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if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}:
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physics_add(col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if obj.type == 'MESH':
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physics_add(col, context.fluid, "Fluid", 'FLUID', 'MOD_FLUIDSIM', True)
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physics_add_special(
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col, obj.rigid_body, "Rigid Body",
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"rigidbody.object_add",
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"rigidbody.object_remove",
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'RIGID_BODY'
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)
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# all types of objects can have rigid body constraint.
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physics_add_special(
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col, obj.rigid_body_constraint, "Rigid Body Constraint",
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"rigidbody.constraint_add",
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"rigidbody.constraint_remove",
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'RIGID_BODY_CONSTRAINT'
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)
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# cache-type can be 'PSYS' 'HAIR' 'FLUID' etc.
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def point_cache_ui(self, cache, enabled, cachetype):
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layout = self.layout
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layout.use_property_split = True
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layout.context_pointer_set("point_cache", cache)
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is_saved = bpy.data.is_saved
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# NOTE: TODO temporarily used until the animate properties are properly skipped.
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layout.use_property_decorate = False # No animation (remove this later on).
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if not cachetype == 'RIGID_BODY':
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row = layout.row()
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row.template_list(
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"UI_UL_list", "point_caches", cache, "point_caches",
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cache.point_caches, "active_index", rows=1,
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)
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col = row.column(align=True)
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col.operator("ptcache.add", icon='ADD', text="")
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col.operator("ptcache.remove", icon='REMOVE', text="")
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if cachetype in {'PSYS', 'HAIR', 'FLUID'}:
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col = layout.column()
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if cachetype == 'FLUID':
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col.prop(cache, "use_library_path", text="Use Library Path")
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col.prop(cache, "use_external")
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if cache.use_external:
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col = layout.column()
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col.prop(cache, "index", text="Index")
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col.prop(cache, "filepath", text="Path")
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cache_info = cache.info
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if cache_info:
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col = layout.column()
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col.alignment = 'RIGHT'
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col.label(text=cache_info)
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else:
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if cachetype in {'FLUID', 'DYNAMIC_PAINT'}:
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if not is_saved:
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text="Cache is disabled until the file is saved")
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layout.enabled = False
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if not cache.use_external or cachetype == 'FLUID':
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col = layout.column(align=True)
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if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
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col.enabled = enabled
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col.prop(cache, "frame_start", text="Simulation Start")
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col.prop(cache, "frame_end")
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if cachetype not in {'FLUID', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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col.prop(cache, "frame_step")
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cache_info = cache.info
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if cachetype != 'FLUID' and cache_info: # avoid empty space.
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text=cache_info)
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can_bake = True
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if cachetype not in {'FLUID', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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if not is_saved:
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text="Options are disabled until the file is saved")
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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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flow.enabled = enabled and is_saved
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col = flow.column(align=True)
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col.prop(cache, "use_disk_cache")
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subcol = col.column()
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subcol.active = cache.use_disk_cache
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subcol.prop(cache, "use_library_path", text="Use Library Path")
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col = flow.column()
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col.active = cache.use_disk_cache
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col.prop(cache, "compression", text="Compression")
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if cache.id_data.library and not cache.use_disk_cache:
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can_bake = False
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col = layout.column(align=True)
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col.alignment = 'RIGHT'
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col.separator()
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col.label(text="Linked object baking requires Disk Cache to be enabled")
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else:
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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=False)
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col = flow.column()
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col.active = can_bake
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if cache.is_baked is True:
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col.operator("ptcache.free_bake", text="Delete 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 = 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 = flow.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="Delete 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, weights, weight_type):
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layout = self.layout
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layout.use_property_split = True
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# NOTE: TODO temporarily used until the animate properties are properly skipped.
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layout.use_property_decorate = False # No animation (remove this later on).
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layout.prop(weights, "collection")
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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(weights, "gravity", slider=True)
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col.prop(weights, "all", slider=True)
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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 = flow.column()
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col.prop(weights, "magnetic", slider=True)
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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 = flow.column()
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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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if weight_type != 'FLUID':
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col.prop(weights, "smokeflow", slider=True)
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col = flow.column()
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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, field):
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layout = self.layout
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layout.use_property_split = True
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if not field or field.type == 'NONE':
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return
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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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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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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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sub = col.column(align=True)
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sub.prop(field, "noise", text="Noise Amount")
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sub.prop(field, "seed", text="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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if field.type == 'FORCE':
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col.prop(field, "use_gravity_falloff", text="Gravitation")
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, field):
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layout = self.layout
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if not field or field.type == 'NONE':
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return
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col = layout.column()
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col.prop(field, "z_direction")
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col.prop(field, "falloff_power", text="Power")
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col = layout.column(align=False, heading="Minimum 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_min_distance", text="")
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sub = sub.row(align=True)
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="")
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row.prop_decorator(field, "distance_min")
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col = layout.column(align=False, heading="Maximum 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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classes = (
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PHYSICS_PT_add,
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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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