Moving classes to separate listing broke panel order
[blender.git] / release / scripts / startup / bl_ui / properties_physics_softbody.py
index 44778ffee5f30fd0c49aace5112a176e1b5ba45b..5960428e4aed2cbec3ad23532999b6b1a4ac1f81 100644 (file)
 # <pep8 compliant>
 import bpy
 from bpy.types import Panel
-from blf import gettext as _
 
 from bl_ui.properties_physics_common import (
-    point_cache_ui,
-    effector_weights_ui,
-    )
+        point_cache_ui,
+        effector_weights_ui,
+        )
 
 
 def softbody_panel_enabled(md):
     return (md.point_cache.is_baked is False)
 
 
-class PhysicButtonsPanel():
+class PhysicButtonsPanel:
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
     bl_context = "physics"
@@ -40,13 +39,12 @@ class PhysicButtonsPanel():
     def poll(cls, context):
         ob = context.object
         rd = context.scene.render
-#        return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
-# i really hate touching things i do not understand completely .. but i think this should read (bjornmose)
-        return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (not rd.use_game_engine) and (context.soft_body)
+        return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (rd.engine in cls.COMPAT_ENGINES) and (context.soft_body)
 
 
 class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body")
+    bl_label = "Soft Body"
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
@@ -54,31 +52,29 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
         md = context.soft_body
         ob = context.object
 
-        if md:
-            softbody = md.settings
+        softbody = md.settings
 
-            # General
-            split = layout.split()
-            split.enabled = softbody_panel_enabled(md)
+        # General
+        split = layout.split()
+        split.enabled = softbody_panel_enabled(md)
 
-            col = split.column()
-            col.label(text=_("Object:"))
-            col.prop(softbody, "friction")
-            col.prop(softbody, "mass")
-            col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text=_("Mass:"))
+        col = split.column()
+        col.label(text="Object:")
+        col.prop(softbody, "friction")
+        col.prop(softbody, "mass")
+        col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
 
-            col = split.column()
-            col.label(text=_("Simulation:"))
-            col.prop(softbody, "speed")
+        col = split.column()
+        col.label(text="Simulation:")
+        col.prop(softbody, "speed")
+
+        layout.prop(softbody, "collision_group")
 
 
 class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body Cache")
+    bl_label = "Soft Body Cache"
     bl_options = {'DEFAULT_CLOSED'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.soft_body
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         md = context.soft_body
@@ -86,12 +82,9 @@ class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
 
 
 class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body Goal")
+    bl_label = "Soft Body Goal"
     bl_options = {'DEFAULT_CLOSED'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.soft_body
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         softbody = context.soft_body.settings
@@ -114,27 +107,24 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
         split = layout.split()
 
         col = split.column()
-        col.label(text=_("Goal Strengths:"))
-        col.prop(softbody, "goal_default", text=_("Default"))
+        col.label(text="Goal Strengths:")
+        col.prop(softbody, "goal_default", text="Default")
         sub = col.column(align=True)
-        sub.prop(softbody, "goal_min", text=_("Minimum"))
-        sub.prop(softbody, "goal_max", text=_("Maximum"))
+        sub.prop(softbody, "goal_min", text="Minimum")
+        sub.prop(softbody, "goal_max", text="Maximum")
 
         col = split.column()
-        col.label(text=_("Goal Settings:"))
-        col.prop(softbody, "goal_spring", text=_("Stiffness"))
-        col.prop(softbody, "goal_friction", text=_("Damping"))
+        col.label(text="Goal Settings:")
+        col.prop(softbody, "goal_spring", text="Stiffness")
+        col.prop(softbody, "goal_friction", text="Damping")
 
-        layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text=_("Vertex Group"))
+        layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
 
 
 class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body Edges")
+    bl_label = "Soft Body Edges"
     bl_options = {'DEFAULT_CLOSED'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.soft_body
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         softbody = context.soft_body.settings
@@ -154,14 +144,14 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
         split = layout.split()
 
         col = split.column()
-        col.label(text=_("Springs:"))
+        col.label(text="Springs:")
         col.prop(softbody, "pull")
         col.prop(softbody, "push")
         col.prop(softbody, "damping")
         col.prop(softbody, "plastic")
         col.prop(softbody, "bend")
-        col.prop(softbody, "spring_length", text=_("Length"))
-        col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text=_("Springs:"))
+        col.prop(softbody, "spring_length", text="Length")
+        col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
 
         col = split.column()
         col.prop(softbody, "use_stiff_quads")
@@ -169,25 +159,22 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
         sub.active = softbody.use_stiff_quads
         sub.prop(softbody, "shear")
 
-        col.label(text=_("Aerodynamics:"))
+        col.label(text="Aerodynamics:")
         col.row().prop(softbody, "aerodynamics_type", expand=True)
-        col.prop(softbody, "aero", text=_("Factor"))
+        col.prop(softbody, "aero", text="Factor")
 
         #sub = col.column()
         #sub.enabled = softbody.aero > 0
 
-        col.label(text=_("Collision:"))
-        col.prop(softbody, "use_edge_collision", text=_("Edge"))
-        col.prop(softbody, "use_face_collision", text=_("Face"))
+        col.label(text="Collision:")
+        col.prop(softbody, "use_edge_collision", text="Edge")
+        col.prop(softbody, "use_face_collision", text="Face")
 
 
 class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body Self Collision")
+    bl_label = "Soft Body Self Collision"
     bl_options = {'DEFAULT_CLOSED'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.soft_body
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         softbody = context.soft_body.settings
@@ -203,23 +190,20 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
 
         layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
 
-        layout.label(text=_("Collision Ball Size Calculation:"))
+        layout.label(text="Collision Ball Size Calculation:")
         layout.prop(softbody, "collision_type", expand=True)
 
         col = layout.column(align=True)
-        col.label(text=_("Ball:"))
-        col.prop(softbody, "ball_size", text=_("Size"))
-        col.prop(softbody, "ball_stiff", text=_("Stiffness"))
-        col.prop(softbody, "ball_damp", text=_("Dampening"))
+        col.label(text="Ball:")
+        col.prop(softbody, "ball_size", text="Size")
+        col.prop(softbody, "ball_stiff", text="Stiffness")
+        col.prop(softbody, "ball_damp", text="Dampening")
 
 
 class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body Solver")
+    bl_label = "Soft Body Solver"
     bl_options = {'DEFAULT_CLOSED'}
-
-    @classmethod
-    def poll(cls, context):
-        return context.soft_body
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
@@ -233,35 +217,45 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
         split = layout.split()
 
         col = split.column(align=True)
-        col.label(text=_("Step Size:"))
+        col.label(text="Step Size:")
         col.prop(softbody, "step_min")
         col.prop(softbody, "step_max")
-        col.prop(softbody, "use_auto_step", text=_("Auto-Step"))
+        col.prop(softbody, "use_auto_step", text="Auto-Step")
 
         col = split.column()
         col.prop(softbody, "error_threshold")
-        col.label(text=_("Helpers:"))
+        col.label(text="Helpers:")
         col.prop(softbody, "choke")
         col.prop(softbody, "fuzzy")
 
-        layout.label(text=_("Diagnostics:"))
+        layout.label(text="Diagnostics:")
         layout.prop(softbody, "use_diagnose")
         layout.prop(softbody, "use_estimate_matrix")
 
 
 class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
-    bl_label = _("Soft Body Field Weights")
+    bl_label = "Soft Body Field Weights"
     bl_options = {'DEFAULT_CLOSED'}
-
-    @classmethod
-    def poll(cls, context):
-        return (context.soft_body)
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         md = context.soft_body
         softbody = md.settings
 
-        effector_weights_ui(self, context, softbody.effector_weights)
+        effector_weights_ui(self, context, softbody.effector_weights, 'SOFTBODY')
+
+
+classes = (
+    PHYSICS_PT_softbody,
+    PHYSICS_PT_softbody_cache,
+    PHYSICS_PT_softbody_goal,
+    PHYSICS_PT_softbody_edge,
+    PHYSICS_PT_softbody_collision,
+    PHYSICS_PT_softbody_solver,
+    PHYSICS_PT_softbody_field_weights,
+)
 
 if __name__ == "__main__":  # only for live edit.
-    bpy.utils.register_module(__name__)
+    from bpy.utils import register_class
+    for cls in classes:
+        register_class(cls)