forked from bartvdbraak/blender
ab9e2dccd3
Using panels for presets printed warnings for classes named as menus.
274 lines
8.4 KiB
Python
274 lines
8.4 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 bl_operators.presets import PresetMenu
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from .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_PT_presets(PresetMenu):
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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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preset_add_operator = "cloth.preset_add"
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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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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.cloth)
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class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel):
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bl_label = "Cloth"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw_header_preset(self, context):
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CLOTH_PT_presets.draw_panel_header(self.layout)
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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 = md.settings
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layout.active = cloth_panel_enabled(md)
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split = layout.split(percentage=0.25)
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split.label(text="Quality:")
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split.prop(cloth, "quality", text="Steps")
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split = layout.split(percentage=0.25)
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split.label(text="Speed:")
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split.prop(cloth, "time_scale", text="Multiplier")
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split = layout.split()
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col = split.column()
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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, "vel_damping", text="Velocity")
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split = layout.split()
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col = split.column()
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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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# 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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col = split.column()
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col.prop(cloth, "use_dynamic_mesh", text="Dynamic Mesh")
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key = ob.data.shape_keys
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if key:
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sub = col.column()
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sub.active = not cloth.use_dynamic_mesh
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sub.label(text="Rest Shape Key:")
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sub.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 = "Cache"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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 = "Collision"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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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ob = context.object
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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", 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", text="Quality")
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sub.prop(cloth, "self_distance_min", slider=True, text="Distance")
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sub.prop_search(cloth, "vertex_group_self_collisions", ob, "vertex_groups", text="")
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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 = "Stiffness Scaling"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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_sewing(PhysicButtonsPanel, Panel):
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bl_label = "Sewing Springs"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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_sewing_springs", 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_sewing_springs and cloth_panel_enabled(md))
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layout.prop(cloth, "sewing_force_max", text="Sewing Force")
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Shrinking:")
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col.prop_search(cloth, "vertex_group_shrink", ob, "vertex_groups", text="")
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col = split.column(align=True)
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col.label()
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col.prop(cloth, "shrink_min", text="Min")
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col.prop(cloth, "shrink_max", text="Max")
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class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Field Weights"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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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, 'CLOTH')
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classes = (
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CLOTH_PT_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_sewing,
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PHYSICS_PT_cloth_field_weights,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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