blender/release/ui/buttons_physics_cloth.py
Brecht Van Lommel 366a64959c 2.5: Render/Game Engine
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.
2009-07-23 21:50:40 +00:00

201 lines
5.6 KiB
Python

import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "physics"
def poll(self, context):
ob = context.object
rd = context.scene.render_data
return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
class PHYSICS_PT_cloth(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_cloth"
__label__ = "Cloth"
def draw(self, context):
layout = self.layout
md = context.cloth
ob = context.object
split = layout.split()
split.operator_context = "EXEC_DEFAULT"
if md:
# remove modifier + settings
split.set_context_pointer("modifier", md)
split.itemO("object.modifier_remove", text="Remove")
row = split.row(align=True)
row.itemR(md, "render", text="")
row.itemR(md, "realtime", text="")
else:
# add modifier
split.item_enumO("object.modifier_add", "type", "CLOTH", text="Add")
split.itemL()
if md:
cloth = md.settings
split = layout.split()
col = split.column()
col.itemR(cloth, "quality", slider=True)
col.itemL(text="Gravity:")
col.itemR(cloth, "gravity", text="")
col.itemR(cloth, "pin_cloth", text="Pin")
colsub = col.column(align=True)
colsub.active = cloth.pin_cloth
colsub.itemR(cloth, "pin_stiffness", text="Stiffness")
colsub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Presets...")
col.itemL(text="Material:")
colsub = col.column(align=True)
colsub.itemR(cloth, "mass")
colsub.itemR(cloth, "structural_stiffness", text="Structural")
colsub.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
colsub = col.column(align=True)
colsub.itemR(cloth, "spring_damping", text="Spring")
colsub.itemR(cloth, "air_damping", text="Air")
# Disabled for now
"""
if cloth.mass_vertex_group:
layout.itemL(text="Goal:")
col = layout.column_flow()
col.itemR(cloth, "goal_default", text="Default")
col.itemR(cloth, "goal_spring", text="Stiffness")
col.itemR(cloth, "goal_friction", text="Friction")
"""
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
__idname__= "PHYSICS_PT_cloth_cache"
__label__ = "Cloth Cache"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw(self, context):
layout = self.layout
cache = context.cloth.point_cache
row = layout.row()
row.itemR(cache, "name")
row = layout.row()
row.itemR(cache, "start_frame")
row.itemR(cache, "end_frame")
row = layout.row()
if cache.baked == True:
row.itemO("ptcache.free_bake_cloth", text="Free Bake")
else:
row.item_booleanO("ptcache.cache_cloth", "bake", True, text="Bake")
subrow = row.row()
subrow.enabled = cache.frames_skipped or cache.outdated
subrow.itemO("ptcache.cache_cloth", text="Calculate to Current Frame")
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemO("ptcache.bake_from_cloth_cache", text="Current Cache to Bake")
row.itemR(cache, "step");
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.itemO("ptcache.bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("ptcache.free_bake_all", text="Free All Bakes")
layout.itemO("ptcache.bake_all", text="Update All Dynamics to current frame")
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_clothcollision"
__label__ = "Cloth Collision"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw_header(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
layout.itemR(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
split = layout.split()
layout.active = cloth.enable_collision
col = split.column(align=True)
col.itemR(cloth, "collision_quality", slider=True, text="Quality")
col.itemR(cloth, "min_distance", slider=True, text="Distance")
col.itemR(cloth, "friction")
col = split.column(align=True)
col.itemR(cloth, "enable_self_collision", text="Self Collision")
col = col.column(align=True)
col.active = cloth.enable_self_collision
col.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
col.itemR(cloth, "self_min_distance", slider=True, text="Distance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_stiffness"
__label__ = "Cloth Stiffness Scaling"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw_header(self, context):
layout = self.layout
cloth = context.cloth.settings
layout.itemR(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
ob = context.object
cloth = context.cloth.settings
layout.active = cloth.stiffness_scaling
split = layout.split()
col = split.column()
col.itemL(text="Structural Stiffness:")
colsub = col.column(align=True)
colsub.itemR(cloth, "structural_stiffness_max", text="Max")
colsub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Bending Stiffness:")
colsub = col.column(align=True)
colsub.itemR(cloth, "bending_stiffness_max", text="Max")
colsub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
bpy.types.register(PHYSICS_PT_cloth)
bpy.types.register(PHYSICS_PT_cloth_cache)
bpy.types.register(PHYSICS_PT_cloth_collision)
bpy.types.register(PHYSICS_PT_cloth_stiffness)