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# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
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.operator(
"object.modifier_remove",
text=name,
text_ctxt=i18n_contexts.default,
icon='X',
).modifier = md.name
if toggles:
row.prop(md, "show_viewport", text="")
row.prop(md, "show_render", text="")
return row
else:
row.operator(
"object.modifier_add",
text=name,
text_ctxt=i18n_contexts.default,
icon=typeicon,
).type = type
return None
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_NEXT',
'BLENDER_WORKBENCH',
}
def draw(self, context):
layout = self.layout
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
obj = context.object
col = flow.column()
if not obj.field or 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':
row = physics_add(col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
if row and obj.collision:
row.prop(obj.collision, "use", text="", icon='HIDE_OFF' if obj.collision.use else 'HIDE_ON')
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' etc. ('FLUID' uses its own cache)
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
is_liboverride = cache.id_data.override_library is not None
# 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'}:
col = layout.column()
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 == '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:
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 {'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
col.prop(cache, "frame_step")
cache_info = cache.info
if 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 {'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 is_liboverride and not cache.use_disk_cache:
col.operator("ptcache.bake", icon='ERROR', text="Bake (Disk Cache mandatory)")
elif 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")
col.prop(field, "wind_factor")
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="Min 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="Max 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)
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