forked from bartvdbraak/blender
486796ce31
This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
263 lines
7.7 KiB
Python
263 lines
7.7 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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narrowui = 180
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from properties_physics_common import point_cache_ui
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from properties_physics_common import effector_weights_ui
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def cloth_panel_enabled(md):
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return md.point_cache.baked is False
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class CLOTH_MT_presets(bpy.types.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 = bpy.types.Menu.draw_preset
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class PhysicButtonsPanel(bpy.types.Panel):
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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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def poll(self, 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)
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class PHYSICS_PT_cloth(PhysicButtonsPanel):
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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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wide_ui = context.region.width > narrowui
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split = layout.split()
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split.operator_context = 'EXEC_DEFAULT'
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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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split.operator("object.modifier_remove", text="Remove")
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row = split.row(align=True)
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row.prop(md, "render", text="")
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row.prop(md, "realtime", text="")
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else:
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# add modifier
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split.operator("object.modifier_add", text="Add").type = 'CLOTH'
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if wide_ui:
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split.column()
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split.operator_context = 'INVOKE_DEFAULT'
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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).split(percentage=0.75)
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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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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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if wide_ui:
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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, "pin_cloth", text="Pinning")
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sub = col.column()
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sub.active = cloth.pin_cloth
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sub.prop_object(cloth, "mass_vertex_group", 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.mass_vertex_group:
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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_object(cloth, "rest_shape_key", key, "keys", text="")
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class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
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bl_label = "Cloth Cache"
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bl_default_closed = True
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def poll(self, 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), 0, 0)
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
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bl_label = "Cloth Collision"
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bl_default_closed = True
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def poll(self, 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, "enable_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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wide_ui = context.region.width > narrowui
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layout.active = cloth.enable_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, "min_distance", slider=True, text="Distance")
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col.prop(cloth, "friction")
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if wide_ui:
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col = split.column()
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col.prop(cloth, "enable_self_collision", text="Self Collision")
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sub = col.column()
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sub.active = cloth.enable_self_collision
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sub.prop(cloth, "self_collision_quality", slider=True, text="Quality")
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sub.prop(cloth, "self_min_distance", slider=True, text="Distance")
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layout.prop(cloth, "group")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
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bl_label = "Cloth Stiffness Scaling"
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bl_default_closed = True
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def poll(self, 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, "stiffness_scaling", 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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wide_ui = context.region.width > narrowui
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layout.active = cloth.stiffness_scaling 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_object(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
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col.prop(cloth, "structural_stiffness_max", text="Max")
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if wide_ui:
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col = split.column()
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col.label(text="Bending Stiffness:")
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col.prop_object(cloth, "bending_vertex_group", 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):
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bl_label = "Cloth Field Weights"
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bl_default_closed = True
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def poll(self, 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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classes = [
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CLOTH_MT_presets,
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PHYSICS_PT_cloth,
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PHYSICS_PT_cloth_cache,
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PHYSICS_PT_cloth_collision,
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PHYSICS_PT_cloth_stiffness,
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PHYSICS_PT_cloth_field_weights]
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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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