forked from bartvdbraak/blender
- re-arranged UI in a way that gave far too much vert scrolling. - was added all over for simple things like making text="", layout engine should handle this. - Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
242 lines
7.1 KiB
Python
242 lines
7.1 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 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():
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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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@staticmethod
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def poll(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, 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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split = layout.split()
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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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split.label()
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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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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, "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, bpy.types.Panel):
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bl_label = "Cloth Cache"
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bl_default_closed = True
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@staticmethod
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def poll(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_default_closed = True
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@staticmethod
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def poll(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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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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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, bpy.types.Panel):
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bl_label = "Cloth Stiffness Scaling"
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bl_default_closed = True
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@staticmethod
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def poll(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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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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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, bpy.types.Panel):
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bl_label = "Cloth Field Weights"
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bl_default_closed = True
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@staticmethod
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def poll(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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def register():
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pass
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def unregister():
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pass
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if __name__ == "__main__":
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register()
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