blender/release/ui/buttons_physic_cloth.py
Thomas Dinges a01fa8b581 2.5 Buttons
* More greying out tweaks by William Reynish and myself.
2009-05-29 09:53:46 +00:00

120 lines
3.2 KiB
Python

import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "physics"
def cloth_modifier(self, context):
ob = context.active_object
for md in ob.modifiers:
if md.type == 'CLOTH':
return md
return None
def poll(self, context):
md = self.cloth_modifier(context)
return (md != None)
class Physic_PT_cloth(PhysicButtonsPanel):
__idname__ = "Physic_PT_cloth"
__label__ = "Cloth"
def draw(self, context):
layout = self.layout
md = self.cloth_modifier(context)
cloth = md.settings
split = layout.split()
col = split.column()
col.itemR(cloth, "quality", slider=True)
col.itemR(cloth, "gravity")
col.itemR(cloth, "mass")
col.itemR(cloth, "mass_vertex_group", text="Vertex Group")
col = split.column()
col.itemL(text="Stiffness:")
col.itemR(cloth, "structural_stiffness", text="Structural")
col.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
col.itemR(cloth, "spring_damping", text="Spring")
col.itemR(cloth, "air_damping", text="Air")
# Disabled for now
"""
if cloth.mass_vertex_group:
layout.itemL(text="Goal:")
col = layout.column_flow()
col.itemR(cloth, "goal_default", text="Default")
col.itemR(cloth, "goal_spring", text="Stiffness")
col.itemR(cloth, "goal_friction", text="Friction")
"""
class Physic_PT_cloth_collision(PhysicButtonsPanel):
__idname__ = "Physic_PT_clothcollision"
__label__ = "Cloth Collision"
def draw_header(self, context):
layout = self.layout
md = self.cloth_modifier(context)
cloth = md.collision_settings
layout.itemR(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
md = self.cloth_modifier(context)
cloth = md.collision_settings
layout.active = cloth.enable_collision
col = layout.column_flow()
col.itemR(cloth, "collision_quality", slider=True)
col.itemR(cloth, "friction")
col.itemR(cloth, "min_distance", text="MinDistance")
layout.itemR(cloth, "enable_self_collision", text="Self Collision")
col = layout.column_flow()
col.active = cloth.enable_self_collision
col.itemR(cloth, "self_collision_quality", slider=True)
col.itemR(cloth, "self_min_distance", text="MinDistance")
class Physic_PT_cloth_stiffness(PhysicButtonsPanel):
__idname__ = "Physic_PT_stiffness"
__label__ = "Cloth Stiffness Scaling"
def draw_header(self, context):
layout = self.layout
md = self.cloth_modifier(context)
cloth = md.settings
layout.itemR(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
md = self.cloth_modifier(context)
cloth = md.settings
layout.active = cloth.stiffness_scaling
split = layout.split()
sub = split.column()
sub.itemL(text="Structural Stiffness:")
sub.column().itemR(cloth, "structural_stiffness_vertex_group", text="VGroup")
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub = split.column()
sub.itemL(text="Bending Stiffness:")
sub.column().itemR(cloth, "bending_vertex_group", text="VGroup")
sub.itemR(cloth, "bending_stiffness_max", text="Max")
bpy.types.register(Physic_PT_cloth)
bpy.types.register(Physic_PT_cloth_collision)
bpy.types.register(Physic_PT_cloth_stiffness)