# ##### 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 ##### # import bpy from bpy.types import Menu, Panel from blf import gettext as _ from bl_ui.properties_physics_common import ( point_cache_ui, effector_weights_ui, ) def cloth_panel_enabled(md): return md.point_cache.is_baked is False class CLOTH_MT_presets(Menu): ''' Creates the menu items by scanning scripts/templates ''' bl_label = "Cloth Presets" preset_subdir = "cloth" preset_operator = "script.execute_preset" draw = Menu.draw_preset class PhysicButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "physics" @classmethod def poll(cls, context): ob = context.object rd = context.scene.render return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.cloth) class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel): bl_label = "Cloth" def draw(self, context): layout = self.layout md = context.cloth ob = context.object 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) sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label) sub.operator("cloth.preset_add", text="", icon="ZOOMIN") sub.operator("cloth.preset_add", text="", icon="ZOOMOUT").remove_active = True 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")) col = split.column() col.label(text=_("Damping:")) col.prop(cloth, "spring_damping", text=_("Spring")) col.prop(cloth, "air_damping", text=_("Air")) col.prop(cloth, "use_pin_cloth", text=_("Pinning")) sub = col.column() sub.active = cloth.use_pin_cloth sub.prop_search(cloth, "vertex_group_mass", 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.vertex_group_mass: 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")) """ key = ob.data.shape_keys if key: col.label(text=_("Rest Shape Key:")) col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="") class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel): bl_label = "Cloth Cache" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return context.cloth def draw(self, context): md = context.cloth point_cache_ui(self, context, md.point_cache, cloth_panel_enabled(md), 'CLOTH') class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel): bl_label = "Cloth Collision" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, 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, "use_collision", text="") def draw(self, context): layout = self.layout cloth = context.cloth.collision_settings md = context.cloth layout.active = cloth.use_collision and cloth_panel_enabled(md) split = layout.split() col = split.column() col.prop(cloth, "collision_quality", slider=True, text=_("Quality")) col.prop(cloth, "distance_min", slider=True, text=_("Distance")) col.prop(cloth, "repel_force", slider=True, text=_("Repel")) col.prop(cloth, "distance_repel", slider=True, text=_("Repel Distance")) col.prop(cloth, "friction") col = split.column() col.prop(cloth, "use_self_collision", text=_("Self Collision")) sub = col.column() sub.active = cloth.use_self_collision sub.prop(cloth, "self_collision_quality", slider=True, text=_("Quality")) sub.prop(cloth, "self_distance_min", slider=True, text=_("Distance")) layout.prop(cloth, "group") class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel): bl_label = "Cloth Stiffness Scaling" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, 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, "use_stiffness_scale", text="") def draw(self, context): layout = self.layout md = context.cloth ob = context.object cloth = context.cloth.settings layout.active = cloth.use_stiffness_scale and cloth_panel_enabled(md) split = layout.split() col = split.column() col.label(text=_("Structural Stiffness:")) col.prop_search(cloth, "vertex_group_structural_stiffness", ob, "vertex_groups", text="") col.prop(cloth, "structural_stiffness_max", text=_("Max")) col = split.column() col.label(text=_("Bending Stiffness:")) col.prop_search(cloth, "vertex_group_bending", ob, "vertex_groups", text="") col.prop(cloth, "bending_stiffness_max", text=_("Max")) class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel): bl_label = "Cloth Field Weights" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return (context.cloth) def draw(self, context): cloth = context.cloth.settings effector_weights_ui(self, context, cloth.effector_weights) if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)