forked from bartvdbraak/blender
874d38eeb4
- Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
170 lines
4.8 KiB
Python
170 lines
4.8 KiB
Python
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import bpy
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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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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
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__region_type__ = 'WINDOW'
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__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_data
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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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__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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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.itemO("object.modifier_remove", text="Remove")
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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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split.item_enumO("object.modifier_add", "type", 'CLOTH', text="Add")
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split.itemL()
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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.itemL(text="Quality:")
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col.itemR(cloth, "quality", text="Steps",slider=True)
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col.itemL(text="Gravity:")
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col.itemR(cloth, "gravity", text="")
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col.itemR(cloth, "pin_cloth", text="Pin")
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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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col = split.column()
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col.itemL(text="Presets...")
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col.itemL(text="TODO!")
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col.itemL(text="Material:")
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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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col.itemL(text="Damping:")
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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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# 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 PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
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__label__ = "Cloth Cache"
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__default_closed__ = True
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def poll(self, context):
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return (context.cloth != None)
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def draw(self, context):
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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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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
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__label__ = "Cloth Collision"
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__default_closed__ = True
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def poll(self, context):
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return (context.cloth != None)
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def draw_header(self, context):
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layout = self.layout
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cloth = context.cloth.collision_settings
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layout.active = cloth_panel_enabled(context.cloth)
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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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cloth = context.cloth.collision_settings
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split = layout.split()
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layout.active = cloth.enable_collision and cloth_panel_enabled(md)
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col = split.column()
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col.itemR(cloth, "collision_quality", slider=True, text="Quality")
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col.itemR(cloth, "min_distance", slider=True, text="Distance")
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col.itemR(cloth, "friction")
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col = split.column()
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col.itemR(cloth, "enable_self_collision", text="Self Collision")
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col = col.column()
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col.active = cloth.enable_self_collision
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col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
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col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
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__label__ = "Cloth Stiffness Scaling"
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__default_closed__ = True
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def poll(self, context):
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return (context.cloth != None)
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def draw_header(self, context):
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layout = self.layout
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cloth = context.cloth.settings
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layout.active = cloth_panel_enabled(context.cloth)
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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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ob = context.object
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cloth = context.cloth.settings
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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.itemL(text="Structural Stiffness:")
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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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col = split.column()
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col.itemL(text="Bending Stiffness:")
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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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bpy.types.register(PHYSICS_PT_cloth)
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bpy.types.register(PHYSICS_PT_cloth_cache)
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bpy.types.register(PHYSICS_PT_cloth_collision)
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bpy.types.register(PHYSICS_PT_cloth_stiffness)
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