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blender-archive/release/scripts/startup/bl_ui/properties_physics_softbody.py
Alexander Gavrilov 64d4d6b134 Support limiting collisions by group for softbody and particles
This feature is extremely useful for layering multiple cloth objects,
and there is no reason there shouldn't be the same kind of feature for softbody.
2016-07-31 18:57:19 +10:00

249 lines
7.6 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 bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
def softbody_panel_enabled(md):
return (md.point_cache.is_baked is False)
class PhysicButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (rd.engine in cls.COMPAT_ENGINES) and (context.soft_body)
class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
bl_label = "Soft Body"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
md = context.soft_body
ob = context.object
softbody = md.settings
# General
split = layout.split()
split.enabled = softbody_panel_enabled(md)
col = split.column()
col.label(text="Object:")
col.prop(softbody, "friction")
col.prop(softbody, "mass")
col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
col = split.column()
col.label(text="Simulation:")
col.prop(softbody, "speed")
layout.prop(softbody, "collision_group")
class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Cache"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
md = context.soft_body
point_cache_ui(self, context, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Goal"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_goal", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_goal and softbody_panel_enabled(md)
split = layout.split()
# Goal
split = layout.split()
col = split.column()
col.label(text="Goal Strengths:")
col.prop(softbody, "goal_default", text="Default")
sub = col.column(align=True)
sub.prop(softbody, "goal_min", text="Minimum")
sub.prop(softbody, "goal_max", text="Maximum")
col = split.column()
col.label(text="Goal Settings:")
col.prop(softbody, "goal_spring", text="Stiffness")
col.prop(softbody, "goal_friction", text="Damping")
layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Edges"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_edges", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
ob = context.object
layout.active = softbody.use_edges and softbody_panel_enabled(md)
split = layout.split()
col = split.column()
col.label(text="Springs:")
col.prop(softbody, "pull")
col.prop(softbody, "push")
col.prop(softbody, "damping")
col.prop(softbody, "plastic")
col.prop(softbody, "bend")
col.prop(softbody, "spring_length", text="Length")
col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
col = split.column()
col.prop(softbody, "use_stiff_quads")
sub = col.column()
sub.active = softbody.use_stiff_quads
sub.prop(softbody, "shear")
col.label(text="Aerodynamics:")
col.row().prop(softbody, "aerodynamics_type", expand=True)
col.prop(softbody, "aero", text="Factor")
#sub = col.column()
#sub.enabled = softbody.aero > 0
col.label(text="Collision:")
col.prop(softbody, "use_edge_collision", text="Edge")
col.prop(softbody, "use_face_collision", text="Face")
class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Self Collision"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
softbody = context.soft_body.settings
self.layout.active = softbody_panel_enabled(context.soft_body)
self.layout.prop(softbody, "use_self_collision", text="")
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
layout.label(text="Collision Ball Size Calculation:")
layout.prop(softbody, "collision_type", expand=True)
col = layout.column(align=True)
col.label(text="Ball:")
col.prop(softbody, "ball_size", text="Size")
col.prop(softbody, "ball_stiff", text="Stiffness")
col.prop(softbody, "ball_damp", text="Dampening")
class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Solver"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
md = context.soft_body
softbody = md.settings
layout.active = softbody_panel_enabled(md)
# Solver
split = layout.split()
col = split.column(align=True)
col.label(text="Step Size:")
col.prop(softbody, "step_min")
col.prop(softbody, "step_max")
col.prop(softbody, "use_auto_step", text="Auto-Step")
col = split.column()
col.prop(softbody, "error_threshold")
col.label(text="Helpers:")
col.prop(softbody, "choke")
col.prop(softbody, "fuzzy")
layout.label(text="Diagnostics:")
layout.prop(softbody, "use_diagnose")
layout.prop(softbody, "use_estimate_matrix")
class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
bl_label = "Soft Body Field Weights"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
md = context.soft_body
softbody = md.settings
effector_weights_ui(self, context, softbody.effector_weights, 'SOFTBODY')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)