[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21359] branches/blender2.5/blender/ release/ui: 2.5 Physic Buttons:

Thomas Dinges dingto at gmx.de
Fri Jul 3 22:03:24 CEST 2009


Revision: 21359
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21359
Author:   dingto
Date:     2009-07-03 22:03:24 +0200 (Fri, 03 Jul 2009)

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

* Added Softbody buttons. Patch by Wahooney. Thanks.
I did some minor code cleanup.

* Collision settings now grey out, when disabled.

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

Modified: branches/blender2.5/blender/release/ui/buttons_physics_field.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-07-03 19:56:19 UTC (rev 21358)
+++ branches/blender2.5/blender/release/ui/buttons_physics_field.py	2009-07-03 20:03:24 UTC (rev 21359)
@@ -44,24 +44,21 @@
 		md = context.collision
 		settings = context.object.collision
 
-		if settings.enabled:
-			pass
-			
-			split = layout.split()
-			
-			col = split.column()
-			col.itemL(text="Damping:")
-			col.itemR(settings, "damping_factor", text="Factor");
-			col.itemR(settings, "random_damping", text="Random");
-			
-			col = split.column()
-			col.itemL(text="Friction:")
-			col.itemR(settings, "friction_factor", text="Factor");
-			col.itemR(settings, "random_friction", text="Random");
-			
-			layout.itemR(settings, "permeability");
-			
-			layout.itemR(settings, "kill_particles");
+		layout.enabled = settings.enabled
+		
+		col = layout.column()
+		col.itemL(text="Damping:")
+		col.itemR(settings, "damping_factor", text="Factor");
+		col.itemR(settings, "random_damping", text="Random");
+		
+		col = layout.column()
+		col.itemL(text="Friction:")
+		col.itemR(settings, "friction_factor", text="Factor");
+		col.itemR(settings, "random_friction", text="Random");
+		
+		layout.itemR(settings, "permeability");
+		
+		layout.itemR(settings, "kill_particles");
 
 bpy.types.register(PHYSICS_PT_field)
 bpy.types.register(PHYSICS_PT_collision)

Modified: branches/blender2.5/blender/release/ui/buttons_physics_softbody.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_physics_softbody.py	2009-07-03 19:56:19 UTC (rev 21358)
+++ branches/blender2.5/blender/release/ui/buttons_physics_softbody.py	2009-07-03 20:03:24 UTC (rev 21359)
@@ -33,12 +33,187 @@
 		else:
 			# add modifier
 			split.item_enumO("OBJECT_OT_modifier_add", "type", "SOFTBODY", text="Add")
-			split.itemL()
+			split.itemL("")
+			
+		if md:
+			softbody = md.settings
 
+			# General
+			split = layout.split()
+			
+			col = split.column()
+			col.itemL(text="Object:")
+			col.itemR(softbody, "mass")
+			col.itemR(softbody, "friction")
+
+			col = split.column()
+			col.itemL(text="Simulation:")
+			col.itemR(softbody, "gravity")
+			col.itemR(softbody, "speed")
+			
+			
+class PHYSICS_PT_softbody_goal(PhysicButtonsPanel):
+	__idname__ = "PHYSICS_PT_softbody_goal"
+	__label__ = "Soft Body Goal"
+	
+	def poll(self, context):
+		return (context.soft_body != None)
+		
+	def draw_header(self, context):
+		layout = self.layout
+		softbody = context.soft_body.settings
+	
+		layout.itemR(softbody, "use_goal", text="")
+		
+	def draw(self, context):
+		layout = self.layout
+		md = context.soft_body
+		ob = context.object
+
+		split = layout.split()
+			
 		if md:
 			softbody = md.settings
+			layout.active = softbody.use_goal
 
+			# Goal 
 			split = layout.split()
+
+			col = split.column()
+			col.itemL(text="Goal Strengths:")
+			col.itemR(softbody, "goal_default", text="Default")
+			subcol = col.column(align=True)
+			subcol.itemR(softbody, "goal_min", text="Minimum")
+			subcol.itemR(softbody, "goal_max", text="Maximum")
 			
+			col = split.column()
+			col.itemL(text="Goal Settings:")
+			col.itemR(softbody, "goal_spring", text="Stiffness")
+			col.itemR(softbody, "goal_friction", text="Damping")
+			layout.itemR(softbody, "goal_vertex_group", text="Vertex Group")
+
+class PHYSICS_PT_softbody_edge(PhysicButtonsPanel):
+	__idname__ = "PHYSICS_PT_softbody_edge"
+	__label__ = "Soft Body Edges"
+	
+	def poll(self, context):
+		return (context.soft_body != None)
+		
+	def draw_header(self, context):
+		layout = self.layout
+		softbody = context.soft_body.settings
+	
+		layout.itemR(softbody, "use_edges", text="")
+		
+	def draw(self, context):
+		layout = self.layout
+		md = context.soft_body
+		ob = context.object
+
+		split = layout.split()
+			
+		if md:
+			softbody = md.settings
+			
+			layout.active = softbody.use_edges
+			
+			split = layout.split()
+			
+			col = split.column()
+			col.itemL(text="Springs:")
+			col.itemR(softbody, "pull")
+			col.itemR(softbody, "push")
+			col.itemR(softbody, "damp")
+			col.itemR(softbody, "plastic")
+			col.itemR(softbody, "bending")
+			col.itemR(softbody, "spring_length", text="Length")
+			
+			col = split.column()
+			col.itemR(softbody, "stiff_quads")
+			subcol = col.column()
+			subcol.active = softbody.stiff_quads
+			subcol.itemR(softbody, "shear")
+			
+			col.itemR(softbody, "new_aero", text="Aero")
+			subcol = col.column()
+			subcol.active = softbody.new_aero
+			subcol.itemR(softbody, "aero", text="Factor", enabled=softbody.new_aero)
+
+			col.itemL(text="Collision:")
+			col.itemR(softbody, "edge_collision", text="Edge")
+			col.itemR(softbody, "face_collision", text="Face")
+			
+class PHYSICS_PT_softbody_collision(PhysicButtonsPanel):
+	__idname__ = "PHYSICS_PT_softbody_collision"
+	__label__ = "Soft Body Collision"
+	
+	def poll(self, context):
+		return (context.soft_body != None)
+		
+	def draw_header(self, context):
+		layout = self.layout
+		softbody = context.soft_body.settings
+	
+		layout.itemR(softbody, "self_collision", text="")
+		
+	def draw(self, context):
+		layout = self.layout
+		md = context.soft_body
+		ob = context.object
+
+		split = layout.split()
+			
+		if md:
+			softbody = md.settings
+
+			layout.active = softbody.self_collision
+			layout.itemL(text="Collision Type:")
+			layout.itemR(softbody, "collision_type", expand=True)
+			
+			col = layout.column(align=True)
+			col.itemL(text="Ball:")
+			col.itemR(softbody, "ball_size", text="Size")
+			col.itemR(softbody, "ball_stiff", text="Stiffness")
+			col.itemR(softbody, "ball_damp", text="Dampening")
+
+class PHYSICS_PT_softbody_solver(PhysicButtonsPanel):
+	__idname__ = "PHYSICS_PT_softbody_solver"
+	__label__ = "Soft Body Solver"
+	
+	def poll(self, context):
+		return (context.soft_body != None)
+		
+	def draw(self, context):
+		layout = self.layout
+		md = context.soft_body
+		ob = context.object
+
+		split = layout.split()
+			
+		if md:
+			softbody = md.settings
+
+			# Solver
+			split = layout.split()
+			
+			col = split.column(align=True)
+			col.itemL(text="Step Size:")
+			col.itemR(softbody, "minstep")
+			col.itemR(softbody, "maxstep")
+			col.itemR(softbody, "auto_step", text="Auto-Step")
+			
+			col = split.column()
+			col.itemR(softbody, "error_limit")
+
+			col.itemL(text="Helpers:")
+			col.itemR(softbody, "choke")
+			col.itemR(softbody, "fuzzy")
+			
+			layout.itemL(text="Diagnostics:")
+			layout.itemR(softbody, "diagnose")
+	
 bpy.types.register(PHYSICS_PT_softbody)
-
+bpy.types.register(PHYSICS_PT_softbody_goal)
+bpy.types.register(PHYSICS_PT_softbody_edge)
+bpy.types.register(PHYSICS_PT_softbody_collision)
+bpy.types.register(PHYSICS_PT_softbody_solver)





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