# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bpy.types import Menu, Panel from bl_ui.properties_physics_common import ( point_cache_ui, effector_weights_ui, ) def cloth_panel_enabled(md): return md.point_cache.is_baked is False class CLOTH_MT_presets(Menu): bl_label = "Cloth Presets" preset_subdir = "cloth" preset_operator = "script.execute_preset" draw = Menu.draw_preset class PhysicButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "physics" @classmethod def poll(cls, context): ob = context.object rd = context.scene.render return (ob and ob.type == 'MESH') and (rd.engine in cls.COMPAT_ENGINES) and (context.cloth) class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel): bl_label = "Cloth" COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): layout = self.layout md = context.cloth ob = context.object cloth = md.settings layout.active = cloth_panel_enabled(md) split = layout.split(percentage=0.25) split.label(text="Presets:") sub = split.row(align=True) sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label) sub.operator("cloth.preset_add", text="", icon='ZOOMIN') sub.operator("cloth.preset_add", text="", icon='ZOOMOUT').remove_active = True split = layout.split(percentage=0.25) split.label(text="Quality:") split.prop(cloth, "quality", text="Steps") split = layout.split(percentage=0.25) split.label(text="Speed:") split.prop(cloth, "time_scale", text="Multiplier") split = layout.split() col = split.column() col.label(text="Material:") col.prop(cloth, "mass") col.prop(cloth, "structural_stiffness", text="Structural") col.prop(cloth, "bending_stiffness", text="Bending") col = split.column() col.label(text="Damping:") col.prop(cloth, "spring_damping", text="Spring") col.prop(cloth, "air_damping", text="Air") col.prop(cloth, "vel_damping", text="Velocity") split = layout.split() col = split.column() col.prop(cloth, "use_pin_cloth", text="Pinning:") sub = col.column() sub.active = cloth.use_pin_cloth sub.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="") sub.prop(cloth, "pin_stiffness", text="Stiffness") # Disabled for now """ if cloth.vertex_group_mass: layout.label(text="Goal:") col = layout.column_flow() col.prop(cloth, "goal_default", text="Default") col.prop(cloth, "goal_spring", text="Stiffness") col.prop(cloth, "goal_friction", text="Friction") """ col = split.column() col.prop(cloth, "use_dynamic_mesh", text="Dynamic Mesh") key = ob.data.shape_keys if key: sub = col.column() sub.active = not cloth.use_dynamic_mesh sub.label(text="Rest Shape Key:") sub.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="") class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel): bl_label = "Cloth Cache" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): md = context.cloth point_cache_ui(self, context, md.point_cache, cloth_panel_enabled(md), 'CLOTH') class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel): bl_label = "Cloth Collision" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): cloth = context.cloth.collision_settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "use_collision", text="") def draw(self, context): layout = self.layout cloth = context.cloth.collision_settings md = context.cloth ob = context.object layout.active = cloth.use_collision and cloth_panel_enabled(md) split = layout.split() col = split.column() col.prop(cloth, "collision_quality", text="Quality") col.prop(cloth, "distance_min", slider=True, text="Distance") col.prop(cloth, "repel_force", slider=True, text="Repel") col.prop(cloth, "distance_repel", slider=True, text="Repel Distance") col.prop(cloth, "friction") col = split.column() col.prop(cloth, "use_self_collision", text="Self Collision") sub = col.column() sub.active = cloth.use_self_collision sub.prop(cloth, "self_collision_quality", text="Quality") sub.prop(cloth, "self_distance_min", slider=True, text="Distance") sub.prop_search(cloth, "vertex_group_self_collisions", ob, "vertex_groups", text="") layout.prop(cloth, "group") class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel): bl_label = "Cloth Stiffness Scaling" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): cloth = context.cloth.settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "use_stiffness_scale", text="") def draw(self, context): layout = self.layout md = context.cloth ob = context.object cloth = context.cloth.settings layout.active = (cloth.use_stiffness_scale and cloth_panel_enabled(md)) split = layout.split() col = split.column() col.label(text="Structural Stiffness:") col.prop_search(cloth, "vertex_group_structural_stiffness", ob, "vertex_groups", text="") col.prop(cloth, "structural_stiffness_max", text="Max") col = split.column() col.label(text="Bending Stiffness:") col.prop_search(cloth, "vertex_group_bending", ob, "vertex_groups", text="") col.prop(cloth, "bending_stiffness_max", text="Max") class PHYSICS_PT_cloth_sewing(PhysicButtonsPanel, Panel): bl_label = "Cloth Sewing Springs" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw_header(self, context): cloth = context.cloth.settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "use_sewing_springs", text="") def draw(self, context): layout = self.layout md = context.cloth ob = context.object cloth = context.cloth.settings layout.active = (cloth.use_sewing_springs and cloth_panel_enabled(md)) layout.prop(cloth, "sewing_force_max", text="Sewing Force") split = layout.split() col = split.column(align=True) col.label(text="Shrinking:") col.prop_search(cloth, "vertex_group_shrink", ob, "vertex_groups", text="") col = split.column(align=True) col.label() col.prop(cloth, "shrink_min", text="Min") col.prop(cloth, "shrink_max", text="Max") class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel): bl_label = "Cloth Field Weights" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER'} def draw(self, context): cloth = context.cloth.settings effector_weights_ui(self, context, cloth.effector_weights, 'CLOTH') classes = ( CLOTH_MT_presets, PHYSICS_PT_cloth, PHYSICS_PT_cloth_cache, PHYSICS_PT_cloth_collision, PHYSICS_PT_cloth_stiffness, PHYSICS_PT_cloth_sewing, PHYSICS_PT_cloth_field_weights, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)