blender/release/ui/buttons_physic_cloth.py
Thomas Dinges bcea99d8d5 2.5 Physic Buttons:
Don't show panels when object is not a mesh.
2009-07-03 14:11:00 +00:00

189 lines
5.1 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
return (ob and ob.type == 'MESH')
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_OT_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_OT_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.itemR(cloth, "gravity")
subcol = col.column(align=True)
subcol.itemR(cloth, "mass")
subcol.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Stiffness:")
col.itemR(cloth, "structural_stiffness", text="Structural")
col.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
col.itemR(cloth, "spring_damping", text="Spring")
col.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_OT_free_bake_cloth", text="Free Bake")
else:
row.item_booleanO("PTCACHE_OT_cache_cloth", "bake", True, text="Bake")
subrow = row.row()
subrow.enabled = cache.frames_skipped or cache.outdated
subrow.itemO("PTCACHE_OT_cache_cloth", text="Calculate to Current Frame")
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemO("PTCACHE_OT_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_OT_bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("PTCACHE_OT_free_bake_all", text="Free All Bakes")
layout.itemO("PTCACHE_OT_bake_all", text="Update All Dynamics to current frame")
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_clothcollision"
__label__ = "Cloth Collision"
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
layout.active = cloth.enable_collision
col = layout.column_flow()
col.itemR(cloth, "collision_quality", slider=True)
col.itemR(cloth, "friction")
col.itemR(cloth, "min_distance", text="MinDistance")
layout.itemR(cloth, "enable_self_collision", text="Self Collision")
col = layout.column_flow()
col.active = cloth.enable_self_collision
col.itemR(cloth, "self_collision_quality", slider=True)
col.itemR(cloth, "self_min_distance", text="MinDistance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_stiffness"
__label__ = "Cloth Stiffness Scaling"
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()
sub = split.column(align=True)
sub.itemL(text="Structural Stiffness:")
sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub = split.column(align=True)
sub.itemL(text="Bending Stiffness:")
sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
sub.itemR(cloth, "bending_stiffness_max", text="Max")
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)