forked from bartvdbraak/blender
052cb2afd2
to specify different spring lengths. Implementation is quite ugly because the shape key has to be pulled through the modifier stack somehow, need a more flexible data mask system to solve this properly. (commits 27773,27775,27778 by Brecht from render25 branch)
261 lines
7.7 KiB
Python
261 lines
7.7 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., 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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narrowui = 180
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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.python_file_run"
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draw = bpy.types.Menu.draw_preset
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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
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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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wide_ui = context.region.width > narrowui
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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.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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if wide_ui:
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split.column()
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split.operator_context = 'INVOKE_DEFAULT'
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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).split(percentage=0.75)
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sub.menu("CLOTH_MT_presets", text="Presets")
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sub.operator("cloth.preset_add", text="Add")
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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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if wide_ui:
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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):
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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, context, 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.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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wide_ui = context.region.width > narrowui
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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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if wide_ui:
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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):
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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.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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wide_ui = context.region.width > narrowui
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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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if wide_ui:
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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):
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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, context, cloth.effector_weights)
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classes = [
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CLOTH_MT_presets,
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PHYSICS_PT_cloth,
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PHYSICS_PT_cloth_cache,
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PHYSICS_PT_cloth_collision,
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PHYSICS_PT_cloth_stiffness,
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PHYSICS_PT_cloth_field_weights]
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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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