blender/release/scripts/ui/properties_physics_cloth.py
Campbell Barton 78bb45931c scene.render_data -> scene.render
bpy.types.SceneRenderData -> bpy.types.RenderSettings

better do these changes before there are too many scripts out.
2010-02-23 12:48:35 +00:00

255 lines
7.4 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
from properties_physics_common import point_cache_ui
from properties_physics_common import effector_weights_ui
def cloth_panel_enabled(md):
return md.point_cache.baked is False
class CLOTH_MT_presets(bpy.types.Menu):
'''
Creates the menu items by scanning scripts/templates
'''
bl_label = "Cloth Presets"
preset_subdir = "cloth"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
class PhysicButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_cloth(PhysicButtonsPanel):
bl_label = "Cloth"
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
wide_ui = context.region.width > narrowui
split = layout.split()
split.operator_context = 'EXEC_DEFAULT'
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.operator("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.prop(md, "render", text="")
row.prop(md, "realtime", text="")
else:
# add modifier
split.operator("object.modifier_add", text="Add").type = 'CLOTH'
if wide_ui:
split.column()
split.operator_context = 'INVOKE_DEFAULT'
if md:
cloth = md.settings
split = layout.split()
split.active = cloth_panel_enabled(md)
col = split.column()
col.label(text="Presets:")
sub = col.row(align=True).split(percentage=0.75)
sub.menu("CLOTH_MT_presets", text="Presets")
sub.operator("cloth.preset_add", text="Add")
col.label(text="Quality:")
col.prop(cloth, "quality", text="Steps", slider=True)
col.label(text="Material:")
col.prop(cloth, "mass")
col.prop(cloth, "structural_stiffness", text="Structural")
col.prop(cloth, "bending_stiffness", text="Bending")
if wide_ui:
col = split.column()
col.label(text="Damping:")
col.prop(cloth, "spring_damping", text="Spring")
col.prop(cloth, "air_damping", text="Air")
col.prop(cloth, "pin_cloth", text="Pinning")
sub = col.column()
sub.active = cloth.pin_cloth
sub.prop_object(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
sub.prop(cloth, "pin_stiffness", text="Stiffness")
col.label(text="Pre roll:")
col.prop(cloth, "pre_roll", text="Frame")
# Disabled for now
"""
if cloth.mass_vertex_group:
layout.label(text="Goal:")
col = layout.column_flow()
col.prop(cloth, "goal_default", text="Default")
col.prop(cloth, "goal_spring", text="Stiffness")
col.prop(cloth, "goal_friction", text="Friction")
"""
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
bl_label = "Cloth Cache"
bl_default_closed = True
def poll(self, context):
return context.cloth
def draw(self, context):
md = context.cloth
point_cache_ui(self, context, md.point_cache, cloth_panel_enabled(md), 0, 0)
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
bl_label = "Cloth Collision"
bl_default_closed = True
def poll(self, context):
return context.cloth
def draw_header(self, context):
cloth = context.cloth.collision_settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.prop(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
md = context.cloth
wide_ui = context.region.width > narrowui
layout.active = cloth.enable_collision and cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.prop(cloth, "collision_quality", slider=True, text="Quality")
col.prop(cloth, "min_distance", slider=True, text="Distance")
col.prop(cloth, "friction")
if wide_ui:
col = split.column()
col.prop(cloth, "enable_self_collision", text="Self Collision")
sub = col.column()
sub.active = cloth.enable_self_collision
sub.prop(cloth, "self_collision_quality", slider=True, text="Quality")
sub.prop(cloth, "self_min_distance", slider=True, text="Distance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
bl_label = "Cloth Stiffness Scaling"
bl_default_closed = True
def poll(self, context):
return context.cloth
def draw_header(self, context):
cloth = context.cloth.settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.prop(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
cloth = context.cloth.settings
wide_ui = context.region.width > narrowui
layout.active = cloth.stiffness_scaling and cloth_panel_enabled(md)
split = layout.split()
col = split.column()
col.label(text="Structural Stiffness:")
col.prop_object(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
col.prop(cloth, "structural_stiffness_max", text="Max")
if wide_ui:
col = split.column()
col.label(text="Bending Stiffness:")
col.prop_object(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
col.prop(cloth, "bending_stiffness_max", text="Max")
class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel):
bl_label = "Cloth Field Weights"
bl_default_closed = True
def poll(self, context):
return (context.cloth)
def draw(self, context):
cloth = context.cloth.settings
effector_weights_ui(self, context, cloth.effector_weights)
classes = [
CLOTH_MT_presets,
PHYSICS_PT_cloth,
PHYSICS_PT_cloth_cache,
PHYSICS_PT_cloth_collision,
PHYSICS_PT_cloth_stiffness,
PHYSICS_PT_cloth_field_weights]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()