forked from bartvdbraak/blender
366a64959c
An engine to use for output can now be selected an influences what shows in the buttons window, only showing relevant data. The idea behind this is to make it more clear what is supported where, make the system more pluggable for external render/game engines, and save space hiding stuff that is not relevant anyway. * Top header now has an engine menu, to choose between the blender render engine, game engine, and other future external engines. * If the game engine is enabled, the buttons window should show only properties that work in the game engine, and similarly for the render engine. * Moved panels from the logic space and game tabs to the physics, scene and world tabs instead, and removed the game tab. * Materials and textures tabs should eventually become game specific too, to better show what is supported.
201 lines
5.6 KiB
Python
201 lines
5.6 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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__idname__ = "PHYSICS_PT_cloth"
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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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__idname__= "PHYSICS_PT_cloth_cache"
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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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__idname__ = "PHYSICS_PT_clothcollision"
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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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__idname__ = "PHYSICS_PT_stiffness"
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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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