[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()
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