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buttons_physics_cloth.py « ui « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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import bpy

from buttons_particle import point_cache_ui

def cloth_panel_enabled(md):
	return md.point_cache.baked==False

class PhysicButtonsPanel(bpy.types.Panel):
	__space_type__ = 'PROPERTIES'
	__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):
	__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
			
			layout.active = cloth_panel_enabled(md)

			split = layout.split()
			
			col = split.column()
			col.itemL(text="Quality:")
			col.itemR(cloth, "quality", text="Steps",slider=True)
			col.itemL(text="Gravity:")
			col.itemR(cloth, "gravity", text="")

			col.itemR(cloth, "pin_cloth", text="Pin")
			sub = col.column(align=True)
			sub.active = cloth.pin_cloth
			sub.itemR(cloth, "pin_stiffness", text="Stiffness")
			sub.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
			
			col = split.column()
			col.itemL(text="Presets...")
			col.itemL(text="TODO!")
			col.itemL(text="Material:")
			sub = col.column(align=True)
			sub.itemR(cloth, "mass")
			sub.itemR(cloth, "structural_stiffness", text="Structural")
			sub.itemR(cloth, "bending_stiffness", text="Bending")
			col.itemL(text="Damping:")
			sub = col.column(align=True)
			sub.itemR(cloth, "spring_damping", text="Spring")
			sub.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):
	__label__ = "Cloth Cache"
	__default_closed__ = True

	def poll(self, context):
		return (context.cloth)

	def draw(self, context):
		md = context.cloth
		point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 0, 0)
		
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
	__label__ = "Cloth Collision"
	__default_closed__ = True

	def poll(self, context):
		return (context.cloth)
	
	def draw_header(self, context):
		cloth = context.cloth.collision_settings
		
		self.layout.active = cloth_panel_enabled(context.cloth)
		self.layout.itemR(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.itemR(cloth, "collision_quality", slider=True, text="Quality")
		col.itemR(cloth, "min_distance", slider=True, text="Distance")
		col.itemR(cloth, "friction")
		
		col = split.column()
		col.itemR(cloth, "enable_self_collision", text="Self Collision")
		sub = col.column()
		sub.active = cloth.enable_self_collision
		sub.itemR(cloth, "self_collision_quality", slider=True, text="Quality")
		sub.itemR(cloth, "self_min_distance", slider=True, text="Distance")

class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
	__label__ = "Cloth Stiffness Scaling"
	__default_closed__ = True

	def poll(self, context):
		return (context.cloth != None)
	
	def draw_header(self, context):
		cloth = context.cloth.settings
	
		self.layout.active = cloth_panel_enabled(context.cloth)
		self.layout.itemR(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.itemL(text="Structural Stiffness:")
		sub = col.column(align=True)
		sub.itemR(cloth, "structural_stiffness_max", text="Max")
		sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
		
		col = split.column()
		col.itemL(text="Bending Stiffness:")
		sub = col.column(align=True)
		sub.itemR(cloth, "bending_stiffness_max", text="Max")
		sub.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)