Files
test/release/ui/buttons_physic_cloth.py
Brecht Van Lommel 093ff8202c 2.5: Physics Buttons
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.

* Added near empty soft body, fluid, field and collision panels,
  tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
  or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
  updates after pointcache refactor?
2009-07-02 19:41:31 +00:00

188 lines
5.1 KiB
Python

import bpy
class PhysicButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "physics"
def poll(self, context):
return (context.object != None)
class PHYSICS_PT_cloth(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_cloth"
__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_OT_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_OT_modifier_add", "type", "CLOTH", text="Add")
split.itemL()
if md:
cloth = md.settings
split = layout.split()
col = split.column()
col.itemR(cloth, "quality", slider=True)
col.itemR(cloth, "gravity")
subcol = col.column(align=True)
subcol.itemR(cloth, "mass")
subcol.item_pointerR(cloth, "mass_vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.itemL(text="Stiffness:")
col.itemR(cloth, "structural_stiffness", text="Structural")
col.itemR(cloth, "bending_stiffness", text="Bending")
col.itemL(text="Damping:")
col.itemR(cloth, "spring_damping", text="Spring")
col.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):
__idname__= "PHYSICS_PT_cloth_cache"
__label__ = "Cloth Cache"
__default_closed__ = True
def poll(self, context):
return (context.cloth != None)
def draw(self, context):
layout = self.layout
cache = context.cloth.point_cache
row = layout.row()
row.itemR(cache, "name")
row = layout.row()
row.itemR(cache, "start_frame")
row.itemR(cache, "end_frame")
row = layout.row()
if cache.baked == True:
row.itemO("PTCACHE_OT_free_bake_cloth", text="Free Bake")
else:
row.item_booleanO("PTCACHE_OT_cache_cloth", "bake", True, text="Bake")
subrow = row.row()
subrow.enabled = cache.frames_skipped or cache.outdated
subrow.itemO("PTCACHE_OT_cache_cloth", text="Calculate to Current Frame")
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemO("PTCACHE_OT_bake_from_cloth_cache", text="Current Cache to Bake")
row.itemR(cache, "step");
row = layout.row()
#row.enabled = particle_panel_enabled(psys)
row.itemR(cache, "quick_cache")
row.itemR(cache, "disk_cache")
layout.itemL(text=cache.info)
layout.itemS()
row = layout.row()
row.itemO("PTCACHE_OT_bake_all", "bake", True, text="Bake All Dynamics")
row.itemO("PTCACHE_OT_free_bake_all", text="Free All Bakes")
layout.itemO("PTCACHE_OT_bake_all", text="Update All Dynamics to current frame")
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_clothcollision"
__label__ = "Cloth Collision"
def poll(self, context):
return (context.cloth != None)
def draw_header(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
layout.itemR(cloth, "enable_collision", text="")
def draw(self, context):
layout = self.layout
cloth = context.cloth.collision_settings
layout.active = cloth.enable_collision
col = layout.column_flow()
col.itemR(cloth, "collision_quality", slider=True)
col.itemR(cloth, "friction")
col.itemR(cloth, "min_distance", text="MinDistance")
layout.itemR(cloth, "enable_self_collision", text="Self Collision")
col = layout.column_flow()
col.active = cloth.enable_self_collision
col.itemR(cloth, "self_collision_quality", slider=True)
col.itemR(cloth, "self_min_distance", text="MinDistance")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel):
__idname__ = "PHYSICS_PT_stiffness"
__label__ = "Cloth Stiffness Scaling"
def poll(self, context):
return (context.cloth != None)
def draw_header(self, context):
layout = self.layout
cloth = context.cloth.settings
layout.itemR(cloth, "stiffness_scaling", text="")
def draw(self, context):
layout = self.layout
ob = context.object
cloth = context.cloth.settings
layout.active = cloth.stiffness_scaling
split = layout.split()
sub = split.column(align=True)
sub.itemL(text="Structural Stiffness:")
sub.item_pointerR(cloth, "structural_stiffness_vertex_group", ob, "vertex_groups", text="")
sub.itemR(cloth, "structural_stiffness_max", text="Max")
sub = split.column(align=True)
sub.itemL(text="Bending Stiffness:")
sub.item_pointerR(cloth, "bending_vertex_group", ob, "vertex_groups", text="")
sub.itemR(cloth, "bending_stiffness_max", text="Max")
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)