Workspace: Move engines to workspace and Properties Editor cleanup
[blender.git] / release / scripts / startup / bl_ui / properties_physics_softbody.py
index 32f220ce7c1a59cd554bec259cf796e168c7202e..186ba19f62d3325917c66bf49ba4a6093ecf5cf7 100644 (file)
@@ -21,10 +21,18 @@ import bpy
 from bpy.types import Panel
 
 from bl_ui.properties_physics_common import (
+        point_cache_ui,
         effector_weights_ui,
         )
 
 
+COMPAT_OB_TYPES = {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}
+
+
+def softbody_panel_enabled(md):
+    return (md.point_cache.is_baked is False)
+
+
 class PhysicButtonsPanel:
     bl_space_type = 'PROPERTIES'
     bl_region_type = 'WINDOW'
@@ -33,12 +41,13 @@ class PhysicButtonsPanel:
     @classmethod
     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)
+        view_render = context.scene.view_render
+        return ob and ob.type in COMPAT_OB_TYPES and view_render.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
@@ -50,6 +59,7 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
 
         # General
         split = layout.split()
+        split.enabled = softbody_panel_enabled(md)
 
         col = split.column()
         col.label(text="Object:")
@@ -61,14 +71,28 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
         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
+        point_cache_ui(self, context, md.point_cache, softbody_panel_enabled(md), 'SOFTBODY')
+
 
 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
 
+        self.layout.active = softbody_panel_enabled(context.soft_body)
         self.layout.prop(softbody, "use_goal", text="")
 
     def draw(self, context):
@@ -78,7 +102,7 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
         softbody = md.settings
         ob = context.object
 
-        layout.active = softbody.use_goal
+        layout.active = softbody.use_goal and softbody_panel_enabled(md)
 
         split = layout.split()
 
@@ -103,10 +127,12 @@ 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
 
+        self.layout.active = softbody_panel_enabled(context.soft_body)
         self.layout.prop(softbody, "use_edges", text="")
 
     def draw(self, context):
@@ -116,7 +142,7 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
         softbody = md.settings
         ob = context.object
 
-        layout.active = softbody.use_edges
+        layout.active = softbody.use_edges and softbody_panel_enabled(md)
 
         split = layout.split()
 
@@ -151,10 +177,12 @@ 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
 
+        self.layout.active = softbody_panel_enabled(context.soft_body)
         self.layout.prop(softbody, "use_self_collision", text="")
 
     def draw(self, context):
@@ -163,10 +191,10 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
         md = context.soft_body
         softbody = md.settings
 
-        layout.active = softbody.use_self_collision
+        layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
 
         layout.label(text="Collision Ball Size Calculation:")
-        layout.prop(softbody, "collision_type", expand=True)
+        layout.row().prop(softbody, "collision_type", expand=True)
 
         col = layout.column(align=True)
         col.label(text="Ball:")
@@ -178,6 +206,7 @@ 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
@@ -185,6 +214,8 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
         md = context.soft_body
         softbody = md.settings
 
+        layout.active = softbody_panel_enabled(md)
+
         # Solver
         split = layout.split()
 
@@ -208,6 +239,7 @@ 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
@@ -215,5 +247,18 @@ class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
 
         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)