forked from bartvdbraak/blender
088899236b
Recommitted eltopo collision code (but disabled by default) with Genscher's permission. To use, you need to install liblapack and libblas
224 lines
6.9 KiB
Python
224 lines
6.9 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 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(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():
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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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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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