[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [22468] branches/blender2.5/blender/ release/ui: 2.5 Physic Buttons:

Thomas Dinges dingto at gmx.de
Sat Aug 15 16:16:53 CEST 2009


Revision: 22468
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=22468
Author:   dingto
Date:     2009-08-15 16:16:50 +0200 (Sat, 15 Aug 2009)

Log Message:
-----------
2.5 Physic Buttons:

Patch by nudelZ. Thanks.
* Some layout and code cleanup.
* Made Collision Panel use Modifier Layout with Add/remove Operator.

Modified Paths:
--------------
    branches/blender2.5/blender/release/ui/buttons_physics_cloth.py
    branches/blender2.5/blender/release/ui/buttons_physics_field.py
    branches/blender2.5/blender/release/ui/buttons_physics_fluid.py

Modified: branches/blender2.5/blender/release/ui/buttons_physics_cloth.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_cloth.py	2009-08-15 13:30:28 UTC (rev 22467)
+++ branches/blender2.5/blender/release/ui/buttons_physics_cloth.py	2009-08-15 14:16:50 UTC (rev 22468)
@@ -16,6 +16,7 @@
 
 	def draw(self, context):
 		layout = self.layout
+		
 		md = context.cloth
 		ob = context.object
 
@@ -41,27 +42,29 @@
 			split = layout.split()
 			
 			col = split.column()
-			col.itemR(cloth, "quality", slider=True)
+			col.itemL(text="Quality:")
+			col.itemR(cloth, "quality", text="Steps",slider=True)
 			col.itemL(text="Gravity:")
 			col.itemR(cloth, "gravity", text="")
 
 			col.itemR(cloth, "pin_cloth", text="Pin")
-			colsub = col.column(align=True)
-			colsub.active = cloth.pin_cloth
-			colsub.itemR(cloth, "pin_stiffness", text="Stiffness")
-			colsub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
+			sub = col.column(align=True)
+			sub.active = cloth.pin_cloth
+			sub.itemR(cloth, "pin_stiffness", text="Stiffness")
+			sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
 			
 			col = split.column()
 			col.itemL(text="Presets...")
+			col.itemL(text="TODO!")
 			col.itemL(text="Material:")
-			colsub = col.column(align=True)
-			colsub.itemR(cloth, "mass")
-			colsub.itemR(cloth, "structural_stiffness", text="Structural")
-			colsub.itemR(cloth, "bending_stiffness", text="Bending")
+			sub = col.column(align=True)
+			sub.itemR(cloth, "mass")
+			sub.itemR(cloth, "structural_stiffness", text="Structural")
+			sub.itemR(cloth, "bending_stiffness", text="Bending")
 			col.itemL(text="Damping:")
-			colsub = col.column(align=True)
-			colsub.itemR(cloth, "spring_damping", text="Spring")
-			colsub.itemR(cloth, "air_damping", text="Air")
+			sub = col.column(align=True)
+			sub.itemR(cloth, "spring_damping", text="Spring")
+			sub.itemR(cloth, "air_damping", text="Air")
 			
 			# Disabled for now
 			"""
@@ -150,14 +153,14 @@
 		
 		layout.active = cloth.enable_collision
 		
-		col = split.column(align=True)
+		col = split.column()
 		col.itemR(cloth, "collision_quality", slider=True, text="Quality")
 		col.itemR(cloth, "min_distance", slider=True, text="Distance")
 		col.itemR(cloth, "friction")
 		
-		col = split.column(align=True)
+		col = split.column()
 		col.itemR(cloth, "enable_self_collision", text="Self Collision")
-		col = col.column(align=True)
+		col = col.column()
 		col.active = cloth.enable_self_collision
 		col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
 		col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
@@ -186,15 +189,15 @@
 		
 		col = split.column()
 		col.itemL(text="Structural Stiffness:")
-		colsub = col.column(align=True)
-		colsub.itemR(cloth, "structural_stiffness_max", text="Max")
-		colsub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
+		sub = col.column(align=True)
+		sub.itemR(cloth, "structural_stiffness_max", text="Max")
+		sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
 		
 		col = split.column()
 		col.itemL(text="Bending Stiffness:")
-		colsub = col.column(align=True)
-		colsub.itemR(cloth, "bending_stiffness_max", text="Max")
-		colsub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
+		sub = col.column(align=True)
+		sub.itemR(cloth, "bending_stiffness_max", text="Max")
+		sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
 		
 bpy.types.register(PHYSICS_PT_cloth)
 bpy.types.register(PHYSICS_PT_cloth_cache)

Modified: branches/blender2.5/blender/release/ui/buttons_physics_field.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-08-15 13:30:28 UTC (rev 22467)
+++ branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-08-15 14:16:50 UTC (rev 22468)
@@ -165,46 +165,66 @@
 		ob = context.object
 		rd = context.scene.render_data
 		return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
-
-	def draw_header(self, context):
-		settings = context.object.collision
-		self.layout.itemR(settings, "enabled", text="")
-
+	
 	def draw(self, context):
 		layout = self.layout
 		
 		md = context.collision
-		settings = context.object.collision
 
-		layout.active = settings.enabled
-		
 		split = layout.split()
+		split.operator_context = 'EXEC_DEFAULT'
+
+		if md:
+			# remove modifier + settings
+			split.set_context_pointer("modifier", md)
+			split.itemO("object.modifier_remove", text="Remove")
+			col = split.column()
+			
+			#row = split.row(align=True)
+			#row.itemR(md, "render", text="")
+			#row.itemR(md, "realtime", text="")
+			
+			coll = md.settings
+			
+		else:
+			# add modifier
+			split.item_enumO("object.modifier_add", "type", 'COLLISION', text="Add")
+			split.itemL()
+			
+			coll = None
 		
-		col = split.column()
-		col.itemL(text="Particle:")
-		col.itemR(settings, "permeability", slider=True)
-		col.itemL(text="Particle Damping:")
-		sub = col.column(align=True)
-		sub.itemR(settings, "damping_factor", text="Factor", slider=True)
-		sub.itemR(settings, "random_damping", text="Random", slider=True)
+		if coll:
+			settings = context.object.collision
+
+			layout.active = settings.enabled
 		
-		col.itemL(text="Soft Body and Cloth:")
-		sub = col.column(align=True)
-		sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
-		sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
+			split = layout.split()
 		
-		layout.itemL(text="Force Fields:")
-		layout.itemR(md, "absorption", text="Absorption")
+			col = split.column()
+			col.itemL(text="Particle:")
+			col.itemR(settings, "permeability", slider=True)
+			col.itemL(text="Particle Damping:")
+			sub = col.column(align=True)
+			sub.itemR(settings, "damping_factor", text="Factor", slider=True)
+			sub.itemR(settings, "random_damping", text="Random", slider=True)
 		
-		col = split.column()
-		col.itemL(text="")
-		col.itemR(settings, "kill_particles")
-		col.itemL(text="Particle Friction:")
-		sub = col.column(align=True)
-		sub.itemR(settings, "friction_factor", text="Factor", slider=True)
-		sub.itemR(settings, "random_friction", text="Random", slider=True)
-		col.itemL(text="Soft Body Damping:")
-		col.itemR(settings, "damping", text="Factor", slider=True)
+			col.itemL(text="Soft Body and Cloth:")
+			sub = col.column(align=True)
+			sub.itemR(settings, "outer_thickness", text="Outer", slider=True)
+			sub.itemR(settings, "inner_thickness", text="Inner", slider=True)
 		
+			layout.itemL(text="Force Fields:")
+			layout.itemR(md, "absorption", text="Absorption")
+		
+			col = split.column()
+			col.itemL(text="")
+			col.itemR(settings, "kill_particles")
+			col.itemL(text="Particle Friction:")
+			sub = col.column(align=True)
+			sub.itemR(settings, "friction_factor", text="Factor", slider=True)
+			sub.itemR(settings, "random_friction", text="Random", slider=True)
+			col.itemL(text="Soft Body Damping:")
+			col.itemR(settings, "damping", text="Factor", slider=True)
+		
 bpy.types.register(PHYSICS_PT_field)
 bpy.types.register(PHYSICS_PT_collision)

Modified: branches/blender2.5/blender/release/ui/buttons_physics_fluid.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_fluid.py	2009-08-15 13:30:28 UTC (rev 22467)
+++ branches/blender2.5/blender/release/ui/buttons_physics_fluid.py	2009-08-15 14:16:50 UTC (rev 22468)
@@ -51,10 +51,9 @@
 				
 				col = split.column()
 				col.itemL(text="Resolution:")
-				sub = col.column()
-				sub.itemR(fluid, "resolution", text="Final")
-				sub.itemL(text="Render Display:")
-				sub.itemR(fluid, "render_display_mode", text="")
+				col.itemR(fluid, "resolution", text="Final")
+				col.itemL(text="Render Display:")
+				col.itemR(fluid, "render_display_mode", text="")
 				col.itemL(text="Time:")
 				sub = col.column(align=True)
 				sub.itemR(fluid, "start_time", text="Start")
@@ -66,8 +65,8 @@
 				col.itemL(text="Viewport Display:")
 				col.itemR(fluid, "viewport_display_mode", text="")
 				col.itemL()
+				col.itemR(fluid, "generate_speed_vectors")
 				col.itemR(fluid, "reverse_frames")
-				col.itemR(fluid, "generate_speed_vectors")
 				
 				layout.itemR(fluid, "path", text="")
 				
@@ -93,12 +92,12 @@
 				
 				col = split.column()
 				col.itemL(text="Slip Type:")
-				sub = col.column(align=True)
-				sub.itemR(fluid, "slip_type", text="")
+				col.itemR(fluid, "slip_type", text="")
 				if fluid.slip_type == 'PARTIALSLIP':
-					sub.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
+					col.itemR(fluid, "partial_slip_amount", slider=True, text="Amount")
 					
-				col.itemR(fluid, "impact_factor")
+				col.itemL(text="Impact:")
+				col.itemR(fluid, "impact_factor", text="Factor")
 				
 			elif fluid.type == 'INFLOW':
 				split = layout.split()
@@ -124,22 +123,23 @@
 				split.column()
 				
 			elif fluid.type == 'PARTICLE':
-				split = layout.split()
+				split = layout.split(percentage=0.5)
 				
 				col = split.column()
 				col.itemL(text="Influence:")
-				sub = col.column(align=True)
-				sub.itemR(fluid, "particle_influence", text="Size")
-				sub.itemR(fluid, "alpha_influence", text="Alpha")
+				col.itemR(fluid, "particle_influence", text="Size")
+				col.itemR(fluid, "alpha_influence", text="Alpha")
 				
-				layout.itemR(fluid, "path", text="")
-				
 				col = split.column()
 				col.itemL(text="Type:")
 				col.itemR(fluid, "drops")
 				col.itemR(fluid, "floats")
+				col = split.column()
+				col.itemL()
 				col.itemR(fluid, "tracer")
 				
+				layout.itemR(fluid, "path", text="")
+				
 			elif fluid.type == 'CONTROL':
 				split = layout.split()
 				





More information about the Bf-blender-cvs mailing list