Moving classes to separate listing broke panel order
[blender.git] / release / scripts / startup / bl_ui / properties_physics_softbody.py
index b043c1f9b68825eba155792e81e76f7a3b6b3b1e..5960428e4aed2cbec3ad23532999b6b1a4ac1f81 100644 (file)
@@ -21,16 +21,16 @@ import bpy
 from bpy.types import Panel
 
 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"
@@ -39,11 +39,12 @@ class PhysicButtonsPanel():
     def poll(cls, context):
         ob = context.object
         rd = context.scene.render
-        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"
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
@@ -61,16 +62,19 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
         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.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
 
         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_options = {'DEFAULT_CLOSED'}
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         md = context.soft_body
@@ -80,6 +84,7 @@ class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel):
 class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
     bl_label = "Soft Body Goal"
     bl_options = {'DEFAULT_CLOSED'}
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         softbody = context.soft_body.settings
@@ -119,6 +124,7 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
 class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
     bl_label = "Soft Body Edges"
     bl_options = {'DEFAULT_CLOSED'}
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         softbody = context.soft_body.settings
@@ -145,7 +151,7 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
         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_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
 
         col = split.column()
         col.prop(softbody, "use_stiff_quads")
@@ -168,6 +174,7 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
 class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
     bl_label = "Soft Body Self Collision"
     bl_options = {'DEFAULT_CLOSED'}
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw_header(self, context):
         softbody = context.soft_body.settings
@@ -196,6 +203,7 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
 class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
     bl_label = "Soft Body Solver"
     bl_options = {'DEFAULT_CLOSED'}
+    COMPAT_ENGINES = {'BLENDER_RENDER'}
 
     def draw(self, context):
         layout = self.layout
@@ -228,12 +236,26 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
 class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
     bl_label = "Soft Body Field Weights"
     bl_options = {'DEFAULT_CLOSED'}
+    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)