Note: Rna access to softbody point cache is through softbody modifier although the point cache is in softbody settings. This is to make it similar to cloth. Bugfix: Softbody rna was trying to get "ob->soft->softflag" instead of the correct "ob->softflag".
		
			
				
	
	
		
			266 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			266 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
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import bpy
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class PhysicButtonsPanel(bpy.types.Panel):
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	__space_type__ = "BUTTONS_WINDOW"
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	__region_type__ = "WINDOW"
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	__context__ = "physics"
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	def poll(self, context):
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		ob = context.object
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		rd = context.scene.render_data
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		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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class PHYSICS_PT_softbody(PhysicButtonsPanel):
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	__label__ = "Soft Body"
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	def draw(self, context):
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		layout = self.layout
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		md = context.soft_body
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		ob = context.object
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		split = layout.split()
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		split.operator_context = "EXEC_DEFAULT"
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		if md:
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			# remove modifier + settings
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			split.set_context_pointer("modifier", md)
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			split.itemO("object.modifier_remove", text="Remove")
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			row = split.row(align=True)
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			row.itemR(md, "render", text="")
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			row.itemR(md, "realtime", text="")
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		else:
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			# add modifier
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			split.item_enumO("object.modifier_add", "type", "SOFTBODY", text="Add")
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			split.itemL("")
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		if md:
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			softbody = md.settings
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			# General
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			split = layout.split()
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			col = split.column()
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			col.itemL(text="Object:")
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			col.itemR(softbody, "mass")
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			col.itemR(softbody, "friction")
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			col = split.column()
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			col.itemL(text="Simulation:")
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			col.itemR(softbody, "gravity")
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			col.itemR(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel):
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	__label__ = "Soft Body Cache"
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	__default_closed__ = True
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	def poll(self, context):
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		return (context.soft_body)
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	def draw(self, context):
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		layout = self.layout
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		cache = context.soft_body.point_cache
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		row = layout.row()
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		row.itemR(cache, "name")
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		row = layout.row()
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		row.itemR(cache, "start_frame")
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		row.itemR(cache, "end_frame")
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		row = layout.row()
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		if cache.baked == True:
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			row.itemO("ptcache.free_bake_softbody", text="Free Bake")
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		else:
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			row.item_booleanO("ptcache.cache_softbody", "bake", True, text="Bake")
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		sub = row.row()
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		sub.enabled = cache.frames_skipped or cache.outdated
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		sub.itemO("ptcache.cache_softbody", text="Calculate to Current Frame")
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		row = layout.row()
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		row.itemO("ptcache.bake_from_softbody_cache", text="Current Cache to Bake")
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		row.itemR(cache, "step");
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		row = layout.row()
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		row.itemR(cache, "quick_cache")
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		row.itemR(cache, "disk_cache")
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		layout.itemL(text=cache.info)
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		layout.itemS()
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		row = layout.row()
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		row.itemO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
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		row.itemO("ptcache.free_bake_all", text="Free All Bakes")
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		layout.itemO("ptcache.bake_all", text="Update All Dynamics to current frame")
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class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
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	__label__ = "Soft Body Goal"
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	def poll(self, context):
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		return (context.soft_body)
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	def draw_header(self, context):
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		layout = self.layout
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		softbody = context.soft_body.settings
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		layout.itemR(softbody, "use_goal", text="")
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	def draw(self, context):
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		layout = self.layout
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		md = context.soft_body
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		ob = context.object
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		split = layout.split()
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		if md:
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			softbody = md.settings
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			layout.active = softbody.use_goal
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			# Goal 
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			split = layout.split()
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			col = split.column()
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			col.itemL(text="Goal Strengths:")
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			col.itemR(softbody, "goal_default", text="Default")
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			sub = col.column(align=True)
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			sub.itemR(softbody, "goal_min", text="Minimum")
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			sub.itemR(softbody, "goal_max", text="Maximum")
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			col = split.column()
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			col.itemL(text="Goal Settings:")
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			col.itemR(softbody, "goal_spring", text="Stiffness")
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			col.itemR(softbody, "goal_friction", text="Damping")
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			layout.item_pointerR(softbody, "goal_vertex_group", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
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	__label__ = "Soft Body Edges"
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	def poll(self, context):
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		return (context.soft_body)
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	def draw_header(self, context):
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		layout = self.layout
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		softbody = context.soft_body.settings
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		layout.itemR(softbody, "use_edges", text="")
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	def draw(self, context):
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		layout = self.layout
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		md = context.soft_body
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		ob = context.object
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		if md:
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			softbody = md.settings
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			layout.active = softbody.use_edges
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			split = layout.split()
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			col = split.column()
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			col.itemL(text="Springs:")
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			col.itemR(softbody, "pull")
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			col.itemR(softbody, "push")
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			col.itemR(softbody, "damp")
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			col.itemR(softbody, "plastic")
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			col.itemR(softbody, "bending")
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			col.itemR(softbody, "spring_length", text="Length")
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			col = split.column()
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			col.itemR(softbody, "stiff_quads")
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			sub = col.column()
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			sub.active = softbody.stiff_quads
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			sub.itemR(softbody, "shear")
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			col.itemR(softbody, "new_aero", text="Aero")
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			sub = col.column()
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			sub.enabled = softbody.new_aero
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			sub.itemR(softbody, "aero", text="Factor")
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			col.itemL(text="Collision:")
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			col.itemR(softbody, "edge_collision", text="Edge")
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			col.itemR(softbody, "face_collision", text="Face")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
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	__label__ = "Soft Body Collision"
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	def poll(self, context):
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		return (context.soft_body)
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	def draw_header(self, context):
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		layout = self.layout
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		softbody = context.soft_body.settings
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		layout.itemR(softbody, "self_collision", text="")
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	def draw(self, context):
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		layout = self.layout
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		md = context.soft_body
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		ob = context.object
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		if md:
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			softbody = md.settings
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			layout.active = softbody.self_collision
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			layout.itemL(text="Collision Type:")
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			layout.itemR(softbody, "collision_type", expand=True)
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			col = layout.column(align=True)
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			col.itemL(text="Ball:")
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			col.itemR(softbody, "ball_size", text="Size")
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			col.itemR(softbody, "ball_stiff", text="Stiffness")
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			col.itemR(softbody, "ball_damp", text="Dampening")
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class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
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	__label__ = "Soft Body Solver"
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	def poll(self, context):
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		return (context.soft_body)
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	def draw(self, context):
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		layout = self.layout
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		md = context.soft_body
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		ob = context.object
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		if md:
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			softbody = md.settings
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			# Solver
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			split = layout.split()
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			col = split.column(align=True)
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			col.itemL(text="Step Size:")
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			col.itemR(softbody, "minstep")
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			col.itemR(softbody, "maxstep")
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			col.itemR(softbody, "auto_step", text="Auto-Step")
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			col = split.column()
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			col.itemR(softbody, "error_limit")
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			col.itemL(text="Helpers:")
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			col.itemR(softbody, "choke")
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			col.itemR(softbody, "fuzzy")
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			layout.itemL(text="Diagnostics:")
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			layout.itemR(softbody, "diagnose")
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bpy.types.register(PHYSICS_PT_softbody)
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bpy.types.register(PHYSICS_PT_softbody_cache)
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bpy.types.register(PHYSICS_PT_softbody_goal)
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bpy.types.register(PHYSICS_PT_softbody_edge)
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bpy.types.register(PHYSICS_PT_softbody_collision)
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bpy.types.register(PHYSICS_PT_softbody_solver)
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