Files
test/release/scripts/startup/bl_ui/properties_physics_cloth.py
Brecht Van Lommel 644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00

274 lines
8.5 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel
from bl_operators.presets import PresetMenu
from .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(PresetMenu):
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_OPENGL'}
def draw_header_preset(self, context):
CLOTH_PT_presets.draw_panel_header(self.layout)
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="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 = "Cache"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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 = "Collision"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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 = "Stiffness Scaling"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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 = "Sewing Springs"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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 = "Field Weights"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
def draw(self, context):
cloth = context.cloth.settings
effector_weights_ui(self, context, cloth.effector_weights, 'CLOTH')
classes = (
CLOTH_PT_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)