forked from bartvdbraak/blender
2.5 Buttons:
* Added initial Cloth Modifer panel. Enable a Cloth Modifier to see the panels in the physics tab.
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114
release/ui/buttons_physic_cloth.py
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114
release/ui/buttons_physic_cloth.py
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import bpy
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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "physics"
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def cloth_modifier(self, context):
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ob = context.active_object
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for md in ob.modifiers:
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if md.type == 'CLOTH':
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return md
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return None
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def poll(self, context):
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md = self.cloth_modifier(context)
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return (md != None)
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class Physic_PT_cloth(PhysicButtonsPanel):
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__idname__ = "Physic_PT_cloth"
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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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md = self.cloth_modifier(context)
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cloth = md.settings
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split = layout.split()
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col = split.column()
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col.itemR(cloth, "quality", slider=True)
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col.itemR(cloth, "gravity")
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col.itemR(cloth, "mass")
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col.itemR(cloth, "mass_vertex_group", text="Vertex Group")
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col = split.column()
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col.itemL(text="Stiffness:")
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col.itemR(cloth, "structural_stiffness", text="Structural")
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col.itemR(cloth, "bending_stiffness", text="Bending")
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col.itemL(text="Damping:")
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col.itemR(cloth, "spring_damping", text="Spring")
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col.itemR(cloth, "air_damping", text="Air")
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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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class Physic_PT_cloth_collision(PhysicButtonsPanel):
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__idname__ = "Physic_PT_clothcollision"
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__label__ = "Cloth Collision"
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def draw_header(self, context):
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layout = self.layout
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md = self.cloth_modifier(context)
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cloth = md.collision_settings
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layout.itemR(cloth, "enable_collision", text="")
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def draw(self, context):
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layout = self.layout
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md = self.cloth_modifier(context)
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cloth = md.collision_settings
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col = layout.column_flow()
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col.itemR(cloth, "collision_quality", slider=True)
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col.itemR(cloth, "min_distance", text="MinDistance")
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col.itemR(cloth, "friction")
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layout.itemR(cloth, "enable_self_collision", text="Self Collision")
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row = layout.row()
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row.itemR(cloth, "self_collision_quality", slider=True)
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row.itemR(cloth, "self_min_distance", text="MinDistance")
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class Physic_PT_cloth_stiffness(PhysicButtonsPanel):
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__idname__ = "Physic_PT_stiffness"
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__label__ = "Cloth Stiffness Scaling"
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def draw_header(self, context):
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layout = self.layout
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md = self.cloth_modifier(context)
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cloth = md.settings
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layout.itemR(cloth, "stiffness_scaling", text="")
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def draw(self, context):
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layout = self.layout
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md = self.cloth_modifier(context)
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cloth = md.settings
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split = layout.split()
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sub = split.column()
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sub.itemL(text="Structural Stiffness:")
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sub.column().itemR(cloth, "structural_stiffness_vertex_group", text="VGroup")
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sub.itemR(cloth, "structural_stiffness_max", text="Max")
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sub = split.column()
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sub.itemL(text="Bending Stiffness:")
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sub.column().itemR(cloth, "bending_vertex_group", text="VGroup")
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sub.itemR(cloth, "bending_stiffness_max", text="Max")
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bpy.types.register(Physic_PT_cloth)
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bpy.types.register(Physic_PT_cloth_collision)
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bpy.types.register(Physic_PT_cloth_stiffness)
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