forked from bartvdbraak/blender
0eda51f2ea
- Make gettext stuff draw-time. so switching between languages can happens without restart now. - Added option to translate visible interface (menus, buttons, labels) and tooltips. Now it's possible to have english UI and localized tooltips. - Clean-up sources, do not use gettext stuff for things which can be collected with RNA. - Fix issues with windows 64bit and ru_RU locale on my desktop (it was codepage issue). - Added operator "Get Messages" which generates new text block with with all strings collected from RNA. - Changed script for updating blender.pot so now it appends messages collected from rna to automatically gathered messages. To update .pot you have to re-generate messages.txt using "Get Messages" operator and then run update_pot script. - Clean up old translation stuff which wasn't used and most probably wouldn't be used. - Return back "International Fonts" option, so if it's disabled, no gettext lookups happens on draw. - Merged read_homefile function back. No need in splitting it. TODO: - Custom fonts and font size. Current font isn't nice at least for russian locale, it's difficult to read it. - Put references to messages.txt so gettext can merge translation when name/description of some property changes.
225 lines
7.0 KiB
Python
225 lines
7.0 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel
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from blf import gettext as _
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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def cloth_panel_enabled(md):
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return md.point_cache.is_baked is False
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class CLOTH_MT_presets(Menu):
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'''
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Creates the menu items by scanning scripts/templates
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'''
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bl_label = "Cloth Presets"
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preset_subdir = "cloth"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class PhysicButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.cloth)
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class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel):
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bl_label = "Cloth"
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def draw(self, context):
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layout = self.layout
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md = context.cloth
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ob = context.object
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if md:
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cloth = md.settings
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split = layout.split()
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split.active = cloth_panel_enabled(md)
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col = split.column()
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col.label(text=_("Presets:"))
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sub = col.row(align=True)
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sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label)
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sub.operator("cloth.preset_add", text="", icon="ZOOMIN")
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sub.operator("cloth.preset_add", text="", icon="ZOOMOUT").remove_active = True
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col.label(text=_("Quality:"))
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col.prop(cloth, "quality", text=_("Steps"), slider=True)
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col.label(text=_("Material:"))
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col.prop(cloth, "mass")
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col.prop(cloth, "structural_stiffness", text=_("Structural"))
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col.prop(cloth, "bending_stiffness", text=_("Bending"))
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col = split.column()
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col.label(text=_("Damping:"))
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col.prop(cloth, "spring_damping", text=_("Spring"))
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col.prop(cloth, "air_damping", text=_("Air"))
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col.prop(cloth, "use_pin_cloth", text=_("Pinning"))
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sub = col.column()
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sub.active = cloth.use_pin_cloth
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sub.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="")
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sub.prop(cloth, "pin_stiffness", text=_("Stiffness"))
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col.label(text=_("Pre roll:"))
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col.prop(cloth, "pre_roll", text=_("Frame"))
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# Disabled for now
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"""
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if cloth.vertex_group_mass:
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layout.label(text=_("Goal:"))
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col = layout.column_flow()
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col.prop(cloth, "goal_default", text=_("Default"))
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col.prop(cloth, "goal_spring", text=_("Stiffness"))
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col.prop(cloth, "goal_friction", text=_("Friction"))
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"""
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key = ob.data.shape_keys
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if key:
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col.label(text=_("Rest Shape Key:"))
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col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="")
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class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Cache"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.cloth
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def draw(self, context):
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md = context.cloth
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point_cache_ui(self, context, md.point_cache, cloth_panel_enabled(md), 'CLOTH')
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Collision"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.cloth
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def draw_header(self, context):
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cloth = context.cloth.collision_settings
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.prop(cloth, "use_collision", text="")
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def draw(self, context):
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layout = self.layout
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cloth = context.cloth.collision_settings
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md = context.cloth
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layout.active = cloth.use_collision and cloth_panel_enabled(md)
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split = layout.split()
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col = split.column()
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col.prop(cloth, "collision_quality", slider=True, text=_("Quality"))
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col.prop(cloth, "distance_min", slider=True, text=_("Distance"))
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col.prop(cloth, "repel_force", slider=True, text=_("Repel"))
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col.prop(cloth, "distance_repel", slider=True, text=_("Repel Distance"))
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col.prop(cloth, "friction")
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col = split.column()
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col.prop(cloth, "use_self_collision", text=_("Self Collision"))
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sub = col.column()
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sub.active = cloth.use_self_collision
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sub.prop(cloth, "self_collision_quality", slider=True, text=_("Quality"))
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sub.prop(cloth, "self_distance_min", slider=True, text=_("Distance"))
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layout.prop(cloth, "group")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Stiffness Scaling"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.cloth
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def draw_header(self, context):
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cloth = context.cloth.settings
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.prop(cloth, "use_stiffness_scale", text="")
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def draw(self, context):
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layout = self.layout
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md = context.cloth
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ob = context.object
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cloth = context.cloth.settings
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layout.active = cloth.use_stiffness_scale and cloth_panel_enabled(md)
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split = layout.split()
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col = split.column()
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col.label(text=_("Structural Stiffness:"))
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col.prop_search(cloth, "vertex_group_structural_stiffness", ob, "vertex_groups", text="")
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col.prop(cloth, "structural_stiffness_max", text=_("Max"))
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col = split.column()
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col.label(text=_("Bending Stiffness:"))
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col.prop_search(cloth, "vertex_group_bending", ob, "vertex_groups", text="")
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col.prop(cloth, "bending_stiffness_max", text=_("Max"))
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class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.cloth)
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def draw(self, context):
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cloth = context.cloth.settings
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effector_weights_ui(self, context, cloth.effector_weights)
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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