Files
test/scripts/startup/bl_ui/properties_physics_cloth.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

536 lines
16 KiB
Python

# 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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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',
'BLENDER_WORKBENCH_NEXT'}
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)