forked from bartvdbraak/blender
07ed542187
- SOFTBODY -> SOFT_BODY - Use getattr() with enum value to get the modifier function rather then a lot of elif's
196 lines
5.5 KiB
Python
196 lines
5.5 KiB
Python
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import bpy
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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__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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__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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split = layout.split()
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col = split.column()
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col.itemR(cloth, "quality", slider=True)
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col.itemL(text="Gravity:")
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col.itemR(cloth, "gravity", text="")
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col.itemR(cloth, "pin_cloth", text="Pin")
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colsub = col.column(align=True)
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colsub.active = cloth.pin_cloth
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colsub.itemR(cloth, "pin_stiffness", text="Stiffness")
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colsub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
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col = split.column()
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col.itemL(text="Presets...")
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col.itemL(text="Material:")
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colsub = col.column(align=True)
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colsub.itemR(cloth, "mass")
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colsub.itemR(cloth, "structural_stiffness", text="Structural")
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colsub.itemR(cloth, "bending_stiffness", text="Bending")
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col.itemL(text="Damping:")
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colsub = col.column(align=True)
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colsub.itemR(cloth, "spring_damping", text="Spring")
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colsub.itemR(cloth, "air_damping", text="Air")
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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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__label__ = "Cloth Cache"
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__default_closed__ = True
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def poll(self, context):
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return (context.cloth != None)
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def draw(self, context):
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layout = self.layout
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cache = context.cloth.point_cache
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row = layout.row()
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row.itemR(cache, "name")
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row = layout.row()
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row.itemR(cache, "start_frame")
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row.itemR(cache, "end_frame")
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row = layout.row()
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if cache.baked == True:
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row.itemO("ptcache.free_bake_cloth", text="Free Bake")
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else:
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row.item_booleanO("ptcache.cache_cloth", "bake", True, text="Bake")
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subrow = row.row()
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subrow.enabled = cache.frames_skipped or cache.outdated
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subrow.itemO("ptcache.cache_cloth", text="Calculate to Current Frame")
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row = layout.row()
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#row.enabled = particle_panel_enabled(psys)
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row.itemO("ptcache.bake_from_cloth_cache", text="Current Cache to Bake")
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row.itemR(cache, "step");
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row = layout.row()
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#row.enabled = particle_panel_enabled(psys)
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row.itemR(cache, "quick_cache")
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row.itemR(cache, "disk_cache")
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layout.itemL(text=cache.info)
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layout.itemS()
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row = layout.row()
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row.itemO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
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row.itemO("ptcache.free_bake_all", text="Free All Bakes")
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layout.itemO("ptcache.bake_all", text="Update All Dynamics to current frame")
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
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__label__ = "Cloth Collision"
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__default_closed__ = True
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def poll(self, context):
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return (context.cloth != None)
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def draw_header(self, context):
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layout = self.layout
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cloth = context.cloth.collision_settings
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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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split = layout.split()
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layout.active = cloth.enable_collision
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col = split.column(align=True)
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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(align=True)
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col.itemR(cloth, "enable_self_collision", text="Self Collision")
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col = col.column(align=True)
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col.active = cloth.enable_self_collision
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col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
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col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
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__label__ = "Cloth Stiffness Scaling"
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__default_closed__ = True
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def poll(self, context):
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return (context.cloth != None)
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def draw_header(self, context):
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layout = self.layout
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cloth = context.cloth.settings
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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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ob = context.object
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cloth = context.cloth.settings
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layout.active = cloth.stiffness_scaling
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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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colsub = col.column(align=True)
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colsub.itemR(cloth, "structural_stiffness_max", text="Max")
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colsub.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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colsub = col.column(align=True)
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colsub.itemR(cloth, "bending_stiffness_max", text="Max")
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colsub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
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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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