# ##### 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 properties_physics_common import point_cache_ui from properties_physics_common import effector_weights_ui def cloth_panel_enabled(md): return md.point_cache.baked is False class CLOTH_MT_presets(bpy.types.Menu): ''' Creates the menu items by scanning scripts/templates ''' bl_label = "Cloth Presets" preset_subdir = "cloth" preset_operator = "script.execute_preset" draw = bpy.types.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 (not rd.use_game_engine) class PHYSICS_PT_cloth(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Cloth" def draw(self, context): layout = self.layout md = context.cloth ob = context.object split = layout.split() if md: # remove modifier + settings split.set_context_pointer("modifier", md) split.operator("object.modifier_remove", text="Remove") row = split.row(align=True) row.prop(md, "render", text="") row.prop(md, "realtime", text="") else: # add modifier split.operator("object.modifier_add", text="Add").type = 'CLOTH' split.label() if md: cloth = md.settings split = layout.split() split.active = cloth_panel_enabled(md) col = split.column() col.label(text="Presets:") sub = col.row(align=True) sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label) sub.operator("cloth.preset_add", text="", icon="ZOOMIN") col.label(text="Quality:") col.prop(cloth, "quality", text="Steps", slider=True) 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, "pin_cloth", text="Pinning") sub = col.column() sub.active = cloth.pin_cloth sub.prop_object(cloth, "mass_vertex_group", ob, "vertex_groups", text="") sub.prop(cloth, "pin_stiffness", text="Stiffness") col.label(text="Pre roll:") col.prop(cloth, "pre_roll", text="Frame") # Disabled for now """ if cloth.mass_vertex_group: 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") """ key = ob.data.shape_keys if key: col.label(text="Rest Shape Key:") col.prop_object(cloth, "rest_shape_key", key, "keys", text="") class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Cloth Cache" bl_default_closed = True @classmethod def poll(cls, context): return context.cloth 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, bpy.types.Panel): bl_label = "Cloth Collision" bl_default_closed = True @classmethod def poll(cls, context): return context.cloth def draw_header(self, context): cloth = context.cloth.collision_settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "enable_collision", text="") def draw(self, context): layout = self.layout cloth = context.cloth.collision_settings md = context.cloth layout.active = cloth.enable_collision and cloth_panel_enabled(md) split = layout.split() col = split.column() col.prop(cloth, "collision_quality", slider=True, text="Quality") col.prop(cloth, "min_distance", slider=True, text="Distance") col.prop(cloth, "friction") col = split.column() col.prop(cloth, "enable_self_collision", text="Self Collision") sub = col.column() sub.active = cloth.enable_self_collision sub.prop(cloth, "self_collision_quality", slider=True, text="Quality") sub.prop(cloth, "self_min_distance", slider=True, text="Distance") layout.prop(cloth, "group") class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Cloth Stiffness Scaling" bl_default_closed = True @classmethod def poll(cls, context): return context.cloth def draw_header(self, context): cloth = context.cloth.settings self.layout.active = cloth_panel_enabled(context.cloth) self.layout.prop(cloth, "stiffness_scaling", text="") def draw(self, context): layout = self.layout md = context.cloth ob = context.object cloth = context.cloth.settings layout.active = cloth.stiffness_scaling and cloth_panel_enabled(md) split = layout.split() col = split.column() col.label(text="Structural Stiffness:") col.prop_object(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="") col.prop(cloth, "structural_stiffness_max", text="Max") col = split.column() col.label(text="Bending Stiffness:") col.prop_object(cloth, "bending_vertex_group", ob, "vertex_groups", text="") col.prop(cloth, "bending_stiffness_max", text="Max") class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Cloth Field Weights" bl_default_closed = True @classmethod def poll(cls, context): return (context.cloth) def draw(self, context): cloth = context.cloth.settings effector_weights_ui(self, context, cloth.effector_weights) def register(): pass def unregister(): pass if __name__ == "__main__": register()