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blender-archive/release/scripts/startup/bl_ui/properties_physics_field.py
Alexander Gavrilov 78ff852680 Force Fields: implement early filtering by the Affect flags.
Most fields have Affect Location and Rotation options that switch
off their effect, but they are only checked as the last step after
the force is already computed. It is more efficient to check it
when building the list of field objects, just like zero weight.
It is also possible to check the strength-related fields for 0.

As an aside, this adds Location to Texture fields (they don't
handle rotation) and both Location & Rotation checkboxes to
Fluid Flow. Boid and Curve Guide remain without options for
now as they are completely different from others.

Differential Revision: https://developer.blender.org/D10087
2021-02-02 23:03:16 +03:00

453 lines
13 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>
from bpy.types import (
Panel,
)
from bl_ui.properties_physics_common import (
basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@staticmethod
def poll_force_field(context):
ob = context.object
return (ob and (ob.field) and (ob.field.type != 'NONE'))
@staticmethod
def poll_collision(context):
ob = context.object
return (ob and ob.type == 'MESH') and (context.collision)
class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
bl_label = "Force Fields"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "type")
class PHYSICS_PT_field_settings(PhysicButtonsPanel, Panel):
bl_label = "Settings"
bl_parent_id = 'PHYSICS_PT_field'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
layout.prop(field, "shape", text="Shape")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
if field.type == 'NONE':
return # nothing to draw.
elif field.type == 'GUIDE':
col = flow.column()
col.prop(field, "guide_minimum")
col.prop(field, "guide_free")
col.prop(field, "falloff_power")
col.prop(field, "use_guide_path_add")
col.prop(field, "use_guide_path_weight")
col.separator()
col = flow.column()
col.prop(field, "guide_clump_amount", text="Clumping Amount")
col.prop(field, "guide_clump_shape")
col.prop(field, "use_max_distance")
sub = col.column()
sub.active = field.use_max_distance
sub.prop(field, "distance_max")
elif field.type == 'TEXTURE':
col = flow.column()
col.prop(field, "texture_mode")
col.separator()
col.prop(field, "strength")
sub = col.column(heading="Affect")
sub.prop(field, "apply_to_location", text="Location")
col = flow.column()
col.prop(field, "texture_nabla")
col.prop(field, "use_object_coords")
col.prop(field, "use_2d_force")
elif field.type == 'FLUID_FLOW':
col = flow.column()
col.prop(field, "strength")
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()
col.prop(field, "source_object")
col.prop(field, "use_smoke_density")
else:
del flow
basic_force_field_settings_ui(self, field)
class PHYSICS_PT_field_settings_kink(PhysicButtonsPanel, Panel):
bl_label = "Kink"
bl_parent_id = 'PHYSICS_PT_field_settings'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'GUIDE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "guide_kink_type", text="Type")
if field.guide_kink_type != 'NONE':
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(field, "guide_kink_axis")
col.prop(field, "guide_kink_frequency")
col = flow.column()
col.prop(field, "guide_kink_shape")
col.prop(field, "guide_kink_amplitude")
class PHYSICS_PT_field_settings_texture_select(PhysicButtonsPanel, Panel):
bl_label = "Texture"
bl_parent_id = 'PHYSICS_PT_field_settings'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type == 'TEXTURE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
field = ob.field
layout.row().template_ID(field, "texture", new="texture.new")
class PHYSICS_PT_field_falloff(PhysicButtonsPanel, Panel):
bl_label = "Falloff"
bl_parent_id = "PHYSICS_PT_field"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.type not in {'NONE', 'GUIDE'}) and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
field = ob.field
layout.prop(field, "falloff_type", text="Shape")
basic_force_field_falloff_ui(self, field)
class PHYSICS_PT_field_falloff_angular(PhysicButtonsPanel, Panel):
bl_label = "Angular"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'CONE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Min Angle")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Angle")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Max Angle")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Angle")
class PHYSICS_PT_field_falloff_radial(PhysicButtonsPanel, Panel):
bl_label = "Radial"
bl_parent_id = "PHYSICS_PT_field_falloff"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_force_field(context):
return False
ob = context.object
return ((ob.field.falloff_type == 'TUBE') and (context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
ob = context.object
field = ob.field
col = flow.column()
col.prop(field, "radial_falloff", text="Power")
col = flow.column()
col.prop(field, "use_radial_min", text="Use Minimum")
sub = col.column()
sub.active = field.use_radial_min
sub.prop(field, "radial_min", text="Min Distance")
col = flow.column()
col.prop(field, "use_radial_max", text="Use Maximum")
sub = col.column()
sub.active = field.use_radial_max
sub.prop(field, "radial_max", text="Max Distance")
def collision_warning(layout):
row = layout.row(align=True)
row.alignment = 'RIGHT'
row.label(text="No collision settings available")
class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
bl_label = "Collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = layout.column()
col.prop(settings, "absorption", text="Field Absorption")
class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
bl_label = "Particle"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
md = context.collision
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "permeability", slider=True)
col.prop(settings, "stickiness")
col.prop(settings, "use_particle_kill")
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "damping_factor", text="Damping", slider=True)
sub.prop(settings, "damping_random", text="Randomize", slider=True)
col = flow.column()
sub = col.column(align=True)
sub.prop(settings, "friction_factor", text="Friction", slider=True)
sub.prop(settings, "friction_random", text="Randomize", slider=True)
class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
bl_label = "Softbody & Cloth"
bl_parent_id = "PHYSICS_PT_collision"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if not PhysicButtonsPanel.poll_collision(context):
return False
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
md = context.collision
coll = md.settings
if not coll:
collision_warning(layout)
return
settings = context.object.collision
layout.active = settings.use
col = flow.column()
col.prop(settings, "damping", text="Damping", slider=True)
col = flow.column()
col.prop(settings, "thickness_outer", text="Thickness Outer", slider=True)
col = flow.column()
col.prop(settings, "thickness_inner", text="Inner", slider=True)
col = flow.column()
col.prop(settings, "cloth_friction")
col = flow.column()
col.prop(settings, "use_culling")
col = flow.column()
col.prop(settings, "use_normal")
classes = (
PHYSICS_PT_field,
PHYSICS_PT_field_settings,
PHYSICS_PT_field_settings_kink,
PHYSICS_PT_field_settings_texture_select,
PHYSICS_PT_field_falloff,
PHYSICS_PT_field_falloff_angular,
PHYSICS_PT_field_falloff_radial,
PHYSICS_PT_collision,
PHYSICS_PT_collision_particle,
PHYSICS_PT_collision_softbody,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)