forked from bartvdbraak/blender
6a357cabbf
* structural can be set to 0 * pre-roll now available through GUI and works like following: a) Pre rolled frames are NOT cached b) reset cache + cloth on pre roll setting change
214 lines
6.7 KiB
Python
214 lines
6.7 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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 == False
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class PhysicButtonsPanel(bpy.types.Panel):
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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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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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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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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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layout.active = 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="Quality:")
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col.itemR(cloth, "quality", text="Steps", slider=True)
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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 = split.column()
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col.itemL(text="Presets: TODO")
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# col.itemL(text="TODO!")
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col.itemR(cloth, "pre_roll")
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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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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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# 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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bl_label = "Cloth Cache"
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bl_default_closed = True
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def poll(self, 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, md.point_cache, cloth_panel_enabled(md), 0, 0)
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
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bl_label = "Cloth Collision"
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bl_default_closed = True
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def poll(self, 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.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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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.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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sub = col.column()
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sub.active = cloth.enable_self_collision
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sub.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
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sub.itemR(cloth, "self_min_distance", slider=True, text="Distance")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
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bl_label = "Cloth Stiffness Scaling"
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bl_default_closed = True
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def poll(self, 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.itemR(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.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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class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel):
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bl_label = "Cloth Field Weights"
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bl_default_closed = True
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def poll(self, 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, cloth.effector_weights)
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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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bpy.types.register(PHYSICS_PT_cloth_field_weights)
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