2009-05-25 18:32:28 +00:00
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import bpy
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2009-08-29 15:20:36 +00:00
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from buttons_particle import point_cache_ui
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def cloth_panel_enabled(md):
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return md.point_cache.baked==False
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2009-05-25 18:32:28 +00:00
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class PhysicButtonsPanel(bpy.types.Panel):
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2009-08-22 08:48:01 +00:00
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__space_type__ = 'PROPERTIES'
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__region_type__ = 'WINDOW'
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2009-05-25 18:32:28 +00:00
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__context__ = "physics"
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def poll(self, context):
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2009-07-03 14:11:00 +00:00
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ob = context.object
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2.5: Render/Game Engine
An engine to use for output can now be selected an influences what
shows in the buttons window, only showing relevant data. The idea
behind this is to make it more clear what is supported where, make
the system more pluggable for external render/game engines, and save
space hiding stuff that is not relevant anyway.
* Top header now has an engine menu, to choose between the blender
render engine, game engine, and other future external engines.
* If the game engine is enabled, the buttons window should show
only properties that work in the game engine, and similarly for
the render engine.
* Moved panels from the logic space and game tabs to the physics,
scene and world tabs instead, and removed the game tab.
* Materials and textures tabs should eventually become game
specific too, to better show what is supported.
2009-07-23 21:50:40 +00:00
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rd = context.scene.render_data
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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2009-05-25 18:32:28 +00:00
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2009-07-02 19:41:31 +00:00
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class PHYSICS_PT_cloth(PhysicButtonsPanel):
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2009-05-25 18:32:28 +00:00
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__label__ = "Cloth"
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def draw(self, context):
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layout = self.layout
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2009-08-15 14:16:50 +00:00
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2009-07-02 19:41:31 +00:00
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md = context.cloth
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ob = context.object
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2009-05-25 18:32:28 +00:00
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split = layout.split()
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2009-08-06 13:15:23 +00:00
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split.operator_context = 'EXEC_DEFAULT'
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2009-07-02 19:41:31 +00:00
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if md:
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# remove modifier + settings
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split.set_context_pointer("modifier", md)
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2009-07-17 12:26:40 +00:00
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split.itemO("object.modifier_remove", text="Remove")
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2009-07-02 19:41:31 +00:00
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row = split.row(align=True)
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row.itemR(md, "render", text="")
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row.itemR(md, "realtime", text="")
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else:
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# add modifier
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2009-08-06 13:15:23 +00:00
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split.item_enumO("object.modifier_add", "type", 'CLOTH', text="Add")
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2009-07-02 19:41:31 +00:00
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split.itemL()
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if md:
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cloth = md.settings
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2009-08-30 21:00:26 +00:00
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layout.active = cloth_panel_enabled(md)
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2009-07-02 19:41:31 +00:00
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split = layout.split()
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2009-07-16 14:31:32 +00:00
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col = split.column()
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2009-08-15 14:16:50 +00:00
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col.itemL(text="Quality:")
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col.itemR(cloth, "quality", text="Steps",slider=True)
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2009-07-16 14:31:32 +00:00
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col.itemL(text="Gravity:")
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col.itemR(cloth, "gravity", text="")
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2009-07-02 19:41:31 +00:00
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2009-07-13 22:35:04 +00:00
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col.itemR(cloth, "pin_cloth", text="Pin")
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2009-08-15 14:16:50 +00:00
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sub = col.column(align=True)
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sub.active = cloth.pin_cloth
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sub.itemR(cloth, "pin_stiffness", text="Stiffness")
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sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
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2009-07-13 22:35:04 +00:00
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2009-07-16 14:31:32 +00:00
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col = split.column()
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2009-07-13 22:35:04 +00:00
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col.itemL(text="Presets...")
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2009-08-15 14:16:50 +00:00
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col.itemL(text="TODO!")
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2009-07-16 14:31:32 +00:00
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col.itemL(text="Material:")
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2009-08-15 14:16:50 +00:00
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sub = col.column(align=True)
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sub.itemR(cloth, "mass")
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sub.itemR(cloth, "structural_stiffness", text="Structural")
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sub.itemR(cloth, "bending_stiffness", text="Bending")
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2009-07-16 14:31:32 +00:00
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col.itemL(text="Damping:")
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2009-08-15 14:16:50 +00:00
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sub = col.column(align=True)
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sub.itemR(cloth, "spring_damping", text="Spring")
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sub.itemR(cloth, "air_damping", text="Air")
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2009-07-02 19:41:31 +00:00
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# Disabled for now
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"""
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if cloth.mass_vertex_group:
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layout.itemL(text="Goal:")
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col = layout.column_flow()
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col.itemR(cloth, "goal_default", text="Default")
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col.itemR(cloth, "goal_spring", text="Stiffness")
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col.itemR(cloth, "goal_friction", text="Friction")
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"""
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Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
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class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
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2009-07-02 19:41:31 +00:00
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__label__ = "Cloth Cache"
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Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
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__default_closed__ = True
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2009-07-02 19:41:31 +00:00
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def poll(self, context):
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2009-08-30 21:00:26 +00:00
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return (context.cloth)
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2009-07-02 19:41:31 +00:00
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Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
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def draw(self, context):
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2009-08-29 15:20:36 +00:00
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md = context.cloth
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point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 0, 0)
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Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
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2009-07-02 19:41:31 +00:00
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
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2009-05-25 18:32:28 +00:00
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__label__ = "Cloth Collision"
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2009-07-16 14:31:32 +00:00
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__default_closed__ = True
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2009-07-02 19:41:31 +00:00
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def poll(self, context):
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2009-08-30 21:00:26 +00:00
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return (context.cloth)
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2009-05-25 18:32:28 +00:00
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def draw_header(self, context):
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2009-06-18 14:20:25 +00:00
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cloth = context.cloth.collision_settings
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2009-08-29 15:20:36 +00:00
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2009-09-01 00:33:39 +00:00
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.itemR(cloth, "enable_collision", text="")
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2009-05-25 18:32:28 +00:00
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def draw(self, context):
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layout = self.layout
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2009-08-30 21:00:26 +00:00
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2009-06-18 14:20:25 +00:00
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cloth = context.cloth.collision_settings
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2009-08-30 21:00:26 +00:00
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md = context.cloth
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2009-05-29 09:53:46 +00:00
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2009-08-29 15:20:36 +00:00
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layout.active = cloth.enable_collision and cloth_panel_enabled(md)
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2009-05-25 18:32:28 +00:00
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2009-08-30 21:00:26 +00:00
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split = layout.split()
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2009-08-15 14:16:50 +00:00
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col = split.column()
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2009-07-13 22:35:04 +00:00
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col.itemR(cloth, "collision_quality", slider=True, text="Quality")
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2009-07-20 17:15:41 +00:00
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col.itemR(cloth, "min_distance", slider=True, text="Distance")
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2009-05-25 18:32:28 +00:00
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col.itemR(cloth, "friction")
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2009-08-15 14:16:50 +00:00
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col = split.column()
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2009-07-13 22:35:04 +00:00
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col.itemR(cloth, "enable_self_collision", text="Self Collision")
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2009-08-30 21:00:26 +00:00
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sub = col.column()
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sub.active = cloth.enable_self_collision
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sub.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
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sub.itemR(cloth, "self_min_distance", slider=True, text="Distance")
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2009-05-25 18:32:28 +00:00
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2009-07-02 19:41:31 +00:00
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
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2009-05-25 18:32:28 +00:00
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__label__ = "Cloth Stiffness Scaling"
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2009-07-16 14:31:32 +00:00
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__default_closed__ = True
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2009-07-02 19:41:31 +00:00
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def poll(self, context):
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return (context.cloth != None)
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2009-05-25 18:32:28 +00:00
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def draw_header(self, context):
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2009-06-13 21:22:21 +00:00
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cloth = context.cloth.settings
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2009-05-25 18:32:28 +00:00
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2009-09-01 00:33:39 +00:00
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.itemR(cloth, "stiffness_scaling", text="")
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2009-05-25 18:32:28 +00:00
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def draw(self, context):
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layout = self.layout
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2009-08-30 21:00:26 +00:00
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md = context.cloth
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2009-07-02 19:41:31 +00:00
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ob = context.object
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2009-06-13 21:22:21 +00:00
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cloth = context.cloth.settings
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2009-05-29 09:53:46 +00:00
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2009-08-29 15:20:36 +00:00
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layout.active = cloth.stiffness_scaling and cloth_panel_enabled(md)
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2009-05-25 18:32:28 +00:00
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split = layout.split()
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2009-07-16 14:31:32 +00:00
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col = split.column()
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col.itemL(text="Structural Stiffness:")
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2009-08-15 14:16:50 +00:00
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sub = col.column(align=True)
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sub.itemR(cloth, "structural_stiffness_max", text="Max")
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sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
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2009-05-25 18:32:28 +00:00
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2009-07-16 14:31:32 +00:00
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col = split.column()
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col.itemL(text="Bending Stiffness:")
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2009-08-15 14:16:50 +00:00
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sub = col.column(align=True)
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sub.itemR(cloth, "bending_stiffness_max", text="Max")
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sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
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2009-05-25 18:32:28 +00:00
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2009-07-02 19:41:31 +00:00
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bpy.types.register(PHYSICS_PT_cloth)
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Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
- exact (not marked)
- outdated (simulation is not done completely with current settings)
- non-exact (frames were skipped during simulation)
* The parameter "cache step" effects the number of frames between saved cache frames.
- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
- Speeds up the "quick caching" very much.
- Frames between cached frames are interpolated from the cached frames.
- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.
* The caching can work in normal or "quick" mode:
[Normal cache]
- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
- Becomes non-exact: After larger than 1 frame steps.
- Becomes outdated: After any change effecting the simulation other than frame steps.
- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.
[Quick cache]
- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
- Becomes non-exact: Always from frame 1 (unless cache step = 1).
- Becomes outdated: Never.
- Pros/cons: Not very accurate, but super fast!
- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.
* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
- step forwards (to unknown) -> simulate from last exact frame, store result
- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame
* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
- Baking does the same, but runs the simulation all the way to the end of simulation.
- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".
* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
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bpy.types.register(PHYSICS_PT_cloth_cache)
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2009-07-02 19:41:31 +00:00
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bpy.types.register(PHYSICS_PT_cloth_collision)
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2009-07-16 22:06:04 +00:00
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bpy.types.register(PHYSICS_PT_cloth_stiffness)
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