# SPDX-License-Identifier: GPL-2.0-or-later from bpy.types import ( Panel, ) from bl_ui.utils import PresetPanel 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_PT_presets(PresetPanel, Panel): bl_label = "Cloth Presets" preset_subdir = "cloth" preset_operator = "script.execute_preset" preset_add_operator = "cloth.preset_add" class PhysicButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "physics" @classmethod def poll(cls, context): ob = context.object return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.cloth) class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel): bl_label = "Cloth" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw_header_preset(self, _context): CLOTH_PT_presets.draw_panel_header(self.layout) def draw(self, context): layout = self.layout layout.use_property_split = True md = context.cloth cloth = md.settings layout.active = cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "quality", text="Quality Steps") col = flow.column() col.prop(cloth, "time_scale", text="Speed Multiplier") class PHYSICS_PT_cloth_physical_properties(PhysicButtonsPanel, Panel): bl_label = "Physical Properties" bl_parent_id = 'PHYSICS_PT_cloth' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True md = context.cloth cloth = md.settings layout.active = cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "mass", text="Vertex Mass") col = flow.column() col.prop(cloth, "air_damping", text="Air Viscosity") col = flow.column() col.prop(cloth, "bending_model") class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel): bl_label = "Stiffness" bl_parent_id = 'PHYSICS_PT_cloth_physical_properties' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True md = context.cloth cloth = md.settings layout.active = cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() if cloth.bending_model == 'ANGULAR': col.prop(cloth, "tension_stiffness", text="Tension") col = flow.column() col.prop(cloth, "compression_stiffness", text="Compression") else: col.prop(cloth, "tension_stiffness", text="Structural") col = flow.column() col.prop(cloth, "shear_stiffness", text="Shear") col = flow.column() col.prop(cloth, "bending_stiffness", text="Bending") class PHYSICS_PT_cloth_damping(PhysicButtonsPanel, Panel): bl_label = "Damping" bl_parent_id = 'PHYSICS_PT_cloth_physical_properties' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True md = context.cloth cloth = md.settings layout.active = cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() if cloth.bending_model == 'ANGULAR': col.prop(cloth, "tension_damping", text="Tension") col = flow.column() col.prop(cloth, "compression_damping", text="Compression") else: col.prop(cloth, "tension_damping", text="Structural") col = flow.column() col.prop(cloth, "shear_damping", text="Shear") col = flow.column() col.prop(cloth, "bending_damping", text="Bending") class PHYSICS_PT_cloth_internal_springs(PhysicButtonsPanel, Panel): bl_label = "Internal Springs" bl_parent_id = 'PHYSICS_PT_cloth_physical_properties' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw_header(self, context): cloth = context.cloth.settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "use_internal_springs", text="") def draw(self, context): layout = self.layout layout.use_property_split = True cloth = context.cloth.settings md = context.cloth ob = context.object layout.active = cloth.use_internal_springs and cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "internal_spring_max_length", text="Max Spring Creation Length") col = flow.column() col.prop(cloth, "internal_spring_max_diversion", text="Max Creation Diversion") col = flow.column() col.prop(cloth, "internal_spring_normal_check", text="Check Surface Normals") col = flow.column() col.prop(cloth, "internal_tension_stiffness", text="Tension") col = flow.column() col.prop(cloth, "internal_compression_stiffness", text="Compression") col = flow.column() col.prop_search(cloth, "vertex_group_intern", ob, "vertex_groups", text="Vertex Group") col = flow.column() col.prop(cloth, "internal_tension_stiffness_max", text="Max Tension") col = flow.column() col.prop(cloth, "internal_compression_stiffness_max", text="Max Compression") class PHYSICS_PT_cloth_pressure(PhysicButtonsPanel, Panel): bl_label = "Pressure" bl_parent_id = 'PHYSICS_PT_cloth_physical_properties' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw_header(self, context): cloth = context.cloth.settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "use_pressure", text="") def draw(self, context): layout = self.layout layout.use_property_split = True cloth = context.cloth.settings md = context.cloth ob = context.object layout.active = cloth.use_pressure and cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "uniform_pressure_force") col = flow.column() col.prop(cloth, "use_pressure_volume", text="Custom Volume") col = flow.column() col.active = cloth.use_pressure_volume col.prop(cloth, "target_volume") col = flow.column() col.prop(cloth, "pressure_factor") col = flow.column() col.prop(cloth, "fluid_density") col = flow.column() col.prop_search(cloth, "vertex_group_pressure", ob, "vertex_groups", text="Vertex Group") class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel): bl_label = "Cache" bl_parent_id = 'PHYSICS_PT_cloth' bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): md = context.cloth point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 'CLOTH') class PHYSICS_PT_cloth_shape(PhysicButtonsPanel, Panel): bl_label = "Shape" bl_parent_id = 'PHYSICS_PT_cloth' bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True md = context.cloth ob = context.object cloth = md.settings layout.active = cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column(align=True) col.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="Pin Group") sub = col.column(align=True) sub.active = cloth.vertex_group_mass != "" sub.prop(cloth, "pin_stiffness", text="Stiffness") col.separator() col = flow.column(align=True) col.prop(cloth, "use_sewing_springs", text="Sewing") sub = col.column(align=True) sub.active = cloth.use_sewing_springs sub.prop(cloth, "sewing_force_max", text="Max Sewing Force") col.separator() col = flow.column() col.prop(cloth, "shrink_min", text="Shrinking Factor") col = flow.column() col.prop(cloth, "use_dynamic_mesh", text="Dynamic Mesh") key = ob.data.shape_keys if key: col = flow.column() col.active = not cloth.use_dynamic_mesh col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="Rest Shape Key") class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel): bl_label = "Collisions" bl_parent_id = 'PHYSICS_PT_cloth' bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True cloth = context.cloth.collision_settings md = context.cloth layout.active = (cloth.use_collision or cloth.use_self_collision) and cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "collision_quality", text="Quality") class PHYSICS_PT_cloth_object_collision(PhysicButtonsPanel, Panel): bl_label = "Object Collisions" bl_parent_id = 'PHYSICS_PT_cloth_collision' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} 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 layout.use_property_split = True cloth = context.cloth.collision_settings md = context.cloth ob = context.object layout.active = cloth.use_collision and cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "distance_min", slider=True, text="Distance") col = flow.column() col.prop(cloth, "impulse_clamp") col = flow.column() col.prop_search(cloth, "vertex_group_object_collisions", ob, "vertex_groups", text="Vertex Group") col = flow.column() col.prop(cloth, "collection") class PHYSICS_PT_cloth_self_collision(PhysicButtonsPanel, Panel): bl_label = "Self Collisions" bl_parent_id = 'PHYSICS_PT_cloth_collision' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw_header(self, context): cloth = context.cloth.collision_settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "use_self_collision", text="") def draw(self, context): layout = self.layout layout.use_property_split = True cloth = context.cloth.collision_settings md = context.cloth ob = context.object layout.active = cloth.use_self_collision and cloth_panel_enabled(md) flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop(cloth, "self_friction", text="Friction") col = flow.column() col.prop(cloth, "self_distance_min", slider=True, text="Distance") col = flow.column() col.prop(cloth, "self_impulse_clamp") col = flow.column() col.prop_search(cloth, "vertex_group_self_collisions", ob, "vertex_groups", text="Vertex Group") class PHYSICS_PT_cloth_property_weights(PhysicButtonsPanel, Panel): bl_label = "Property Weights" bl_parent_id = 'PHYSICS_PT_cloth' bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True md = context.cloth ob = context.object cloth = context.cloth.settings layout.active = cloth_panel_enabled(md) flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True) col = flow.column() col.prop_search( cloth, "vertex_group_structural_stiffness", ob, "vertex_groups", text="Structural Group", ) col.prop(cloth, "tension_stiffness_max", text="Max Tension") col.prop(cloth, "compression_stiffness_max", text="Max Compression") col.separator() col = flow.column() col.prop_search( cloth, "vertex_group_shear_stiffness", ob, "vertex_groups", text="Shear Group", ) col.prop(cloth, "shear_stiffness_max", text="Max Shearing") col.separator() col = flow.column() col.prop_search( cloth, "vertex_group_bending", ob, "vertex_groups", text="Bending Group" ) col.prop(cloth, "bending_stiffness_max", text="Max Bending") col.separator() col = flow.column() col.prop_search( cloth, "vertex_group_shrink", ob, "vertex_groups", text="Shrinking Group" ) col.prop(cloth, "shrink_max", text="Max Shrinking") class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel): bl_label = "Field Weights" bl_parent_id = 'PHYSICS_PT_cloth' bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'} def draw(self, context): cloth = context.cloth.settings effector_weights_ui(self, cloth.effector_weights, 'CLOTH') classes = ( CLOTH_PT_presets, PHYSICS_PT_cloth, PHYSICS_PT_cloth_physical_properties, PHYSICS_PT_cloth_stiffness, PHYSICS_PT_cloth_damping, PHYSICS_PT_cloth_internal_springs, PHYSICS_PT_cloth_pressure, PHYSICS_PT_cloth_cache, PHYSICS_PT_cloth_shape, PHYSICS_PT_cloth_collision, PHYSICS_PT_cloth_object_collision, PHYSICS_PT_cloth_self_collision, PHYSICS_PT_cloth_property_weights, 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)