Physics Soft Body: Use Single Column and Grid Flow layout
See D3612
This commit is contained in:
parent
2a3758f305
commit
b19b708728
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@ -17,15 +17,16 @@
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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import bpy
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from bpy.types import (
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Panel,
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)
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from .properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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COMPAT_OB_TYPES = {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}
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@ -50,29 +51,63 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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ob = context.object
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softbody = md.settings
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# General
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split = layout.split()
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split.enabled = softbody_panel_enabled(md)
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col = split.column()
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col.label(text="Object:")
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col.prop(softbody, "friction")
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col.prop(softbody, "mass")
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col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
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col = split.column()
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col.label(text="Simulation:")
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col.prop(softbody, "speed")
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layout.prop(softbody, "collision_group")
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class PHYSICS_PT_softbody_object(PhysicButtonsPanel, Panel):
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bl_label = "Object"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.enabled = softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "friction")
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col.separator()
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col = flow.column()
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col.prop(softbody, "mass")
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# Note: TODO prop_search doesn't align on the right.
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row = col.row(align=True)
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row.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Control Point")
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row.label(text="", icon='BLANK1')
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class PHYSICS_PT_softbody_simulation(PhysicButtonsPanel, Panel):
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bl_label = "Simulation"
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bl_parent_id = 'PHYSICS_PT_softbody'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.enabled = softbody_panel_enabled(md)
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layout.prop(softbody, "speed")
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class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
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bl_label = "Cache"
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bl_parent_id = 'PHYSICS_PT_softbody'
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@ -98,6 +133,7 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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@ -105,24 +141,59 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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split = layout.split()
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# Note: TODO prop_search doesn't align on the right.
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row = layout.row(align=True)
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row.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
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row.label(text="", icon='BLANK1')
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# Goal
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split = layout.split()
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col = split.column()
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col.label(text="Goal Strengths:")
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class PHYSICS_PT_softbody_goal_strenghts(PhysicButtonsPanel, Panel):
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bl_label = "Strengths"
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bl_parent_id = 'PHYSICS_PT_softbody_goal'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "goal_default", text="Default")
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sub = col.column(align=True)
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sub.prop(softbody, "goal_min", text="Minimum")
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sub.prop(softbody, "goal_max", text="Maximum")
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col = split.column()
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col.label(text="Goal Settings:")
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col.separator()
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col = flow.column(align=True)
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col.prop(softbody, "goal_min", text="Min")
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col.prop(softbody, "goal_max", text="Max")
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class PHYSICS_PT_softbody_goal_settings(PhysicButtonsPanel, Panel):
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bl_label = "Settings"
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bl_parent_id = 'PHYSICS_PT_softbody_goal'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "goal_spring", text="Stiffness")
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col.prop(softbody, "goal_friction", text="Damping")
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layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
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col = flow.column()
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col.prop(softbody, "goal_friction", text="Damping")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
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@ -139,41 +210,87 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_edges and softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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split = layout.split()
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col = flow.column()
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# Note: TODO prop_search doesn't align on the right.
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row = col.row(align=True)
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row.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
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row.label(text="", icon='BLANK1')
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col.separator()
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col = split.column()
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col.label(text="Springs:")
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col.prop(softbody, "pull")
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col.prop(softbody, "push")
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col.separator()
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col = flow.column()
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col.prop(softbody, "damping")
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col.prop(softbody, "plastic")
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col.prop(softbody, "bend")
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col.separator()
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col = flow.column()
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col.prop(softbody, "spring_length", text="Length")
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col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
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col.prop(softbody, "use_edge_collision", text="Collision Edge")
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col.prop(softbody, "use_face_collision", text="Face")
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col = split.column()
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col.prop(softbody, "use_stiff_quads")
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sub = col.column()
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sub.active = softbody.use_stiff_quads
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sub.prop(softbody, "shear")
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col.label(text="Aerodynamics:")
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col.row().prop(softbody, "aerodynamics_type", expand=True)
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class PHYSICS_PT_softbody_edge_aerodynamics(PhysicButtonsPanel, Panel):
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bl_label = "Aerodynamics"
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bl_parent_id = 'PHYSICS_PT_softbody_edge'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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md = context.soft_body
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softbody = md.settings
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flow.active = softbody.use_edges and softbody_panel_enabled(md)
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col = flow.column()
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col.prop(softbody, "aerodynamics_type", text="Type")
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col = flow.column()
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col.prop(softbody, "aero", text="Factor")
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#sub = col.column()
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#sub.enabled = softbody.aero > 0
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col.label(text="Collision:")
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col.prop(softbody, "use_edge_collision", text="Edge")
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col.prop(softbody, "use_face_collision", text="Face")
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class PHYSICS_PT_softbody_edge_stiffness(PhysicButtonsPanel, Panel):
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bl_label = "Stiffness"
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bl_parent_id = 'PHYSICS_PT_softbody_edge'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_stiff_quads", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_edges and softbody.use_stiff_quads and softbody_panel_enabled(md)
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layout.prop(softbody, "shear")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
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@ -190,18 +307,23 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
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layout.label(text="Collision Ball Size Calculation:")
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layout.row().prop(softbody, "collision_type", expand=True)
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layout.prop(softbody, "collision_type", text="Calculation Type")
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col = layout.column(align=True)
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col.label(text="Ball:")
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col.prop(softbody, "ball_size", text="Size")
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layout.separator()
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column(align=True)
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col.prop(softbody, "ball_size", text="Ball Size")
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col = flow.column(align=True)
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col.prop(softbody, "ball_stiff", text="Stiffness")
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col.prop(softbody, "ball_damp", text="Dampening")
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@ -214,32 +336,65 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column(align=True)
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col.prop(softbody, "step_min", text="Step Size Min")
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col.prop(softbody, "step_max", text="Max")
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col = flow.column()
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col.prop(softbody, "use_auto_step", text="Auto-Step")
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col.prop(softbody, "error_threshold")
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class PHYSICS_PT_softbody_solver_diagnostics(PhysicButtonsPanel, Panel):
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bl_label = "Diagnostics"
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bl_parent_id = 'PHYSICS_PT_softbody_solver'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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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.label(text="Step Size:")
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col.prop(softbody, "step_min")
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col.prop(softbody, "step_max")
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col.prop(softbody, "use_auto_step", text="Auto-Step")
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col = split.column()
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col.prop(softbody, "error_threshold")
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col.label(text="Helpers:")
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col.prop(softbody, "choke")
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col.prop(softbody, "fuzzy")
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layout.label(text="Diagnostics:")
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layout.prop(softbody, "use_diagnose")
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layout.prop(softbody, "use_estimate_matrix")
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class PHYSICS_PT_softbody_solver_helpers(PhysicButtonsPanel, Panel):
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bl_label = "Helpers"
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bl_parent_id = 'PHYSICS_PT_softbody_solver'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(softbody, "choke")
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col = flow.column()
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col.prop(softbody, "fuzzy")
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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Field Weights"
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bl_parent_id = 'PHYSICS_PT_softbody'
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@ -255,14 +410,23 @@ class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
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classes = (
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PHYSICS_PT_softbody,
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PHYSICS_PT_softbody_object,
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PHYSICS_PT_softbody_simulation,
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PHYSICS_PT_softbody_cache,
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PHYSICS_PT_softbody_goal,
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PHYSICS_PT_softbody_goal_settings,
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PHYSICS_PT_softbody_goal_strenghts,
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PHYSICS_PT_softbody_edge,
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PHYSICS_PT_softbody_edge_aerodynamics,
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PHYSICS_PT_softbody_edge_stiffness,
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PHYSICS_PT_softbody_collision,
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PHYSICS_PT_softbody_solver,
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PHYSICS_PT_softbody_solver_diagnostics,
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PHYSICS_PT_softbody_solver_helpers,
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PHYSICS_PT_softbody_field_weights,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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