ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
274 lines
8.4 KiB
Python
274 lines
8.4 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel
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from .properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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def cloth_panel_enabled(md):
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return md.point_cache.is_baked is False
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class CLOTH_MT_presets(Menu):
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bl_label = "Cloth Presets"
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preset_subdir = "cloth"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.cloth)
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class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel):
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bl_label = "Cloth"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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md = context.cloth
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ob = context.object
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cloth = md.settings
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layout.active = cloth_panel_enabled(md)
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split = layout.split(percentage=0.25)
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col = split.column()
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split.label(text="Presets:")
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sub = split.row(align=True)
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sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label)
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sub.operator("cloth.preset_add", text="", icon='ZOOMIN')
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sub.operator("cloth.preset_add", text="", icon='ZOOMOUT').remove_active = True
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split = layout.split(percentage=0.25)
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split.label(text="Quality:")
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split.prop(cloth, "quality", text="Steps")
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split = layout.split(percentage=0.25)
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split.label(text="Speed:")
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split.prop(cloth, "time_scale", text="Multiplier")
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split = layout.split()
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col = split.column()
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col.label(text="Material:")
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col.prop(cloth, "mass")
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col.prop(cloth, "structural_stiffness", text="Structural")
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col.prop(cloth, "bending_stiffness", text="Bending")
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col = split.column()
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col.label(text="Damping:")
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col.prop(cloth, "spring_damping", text="Spring")
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col.prop(cloth, "air_damping", text="Air")
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col.prop(cloth, "vel_damping", text="Velocity")
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split = layout.split()
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col = split.column()
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col.prop(cloth, "use_pin_cloth", text="Pinning:")
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sub = col.column()
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sub.active = cloth.use_pin_cloth
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sub.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="")
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sub.prop(cloth, "pin_stiffness", text="Stiffness")
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# Disabled for now
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"""
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if cloth.vertex_group_mass:
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layout.label(text="Goal:")
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col = layout.column_flow()
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col.prop(cloth, "goal_default", text="Default")
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col.prop(cloth, "goal_spring", text="Stiffness")
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col.prop(cloth, "goal_friction", text="Friction")
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"""
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col = split.column()
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col.prop(cloth, "use_dynamic_mesh", text="Dynamic Mesh")
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key = ob.data.shape_keys
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if key:
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sub = col.column()
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sub.active = not cloth.use_dynamic_mesh
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sub.label(text="Rest Shape Key:")
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sub.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="")
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class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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md = context.cloth
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point_cache_ui(self, context, md.point_cache, cloth_panel_enabled(md), 'CLOTH')
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Collision"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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cloth = context.cloth.collision_settings
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.prop(cloth, "use_collision", text="")
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def draw(self, context):
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layout = self.layout
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cloth = context.cloth.collision_settings
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md = context.cloth
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ob = context.object
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layout.active = cloth.use_collision and cloth_panel_enabled(md)
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split = layout.split()
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col = split.column()
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col.prop(cloth, "collision_quality", text="Quality")
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col.prop(cloth, "distance_min", slider=True, text="Distance")
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col.prop(cloth, "repel_force", slider=True, text="Repel")
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col.prop(cloth, "distance_repel", slider=True, text="Repel Distance")
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col.prop(cloth, "friction")
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col = split.column()
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col.prop(cloth, "use_self_collision", text="Self Collision")
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sub = col.column()
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sub.active = cloth.use_self_collision
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sub.prop(cloth, "self_collision_quality", text="Quality")
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sub.prop(cloth, "self_distance_min", slider=True, text="Distance")
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sub.prop_search(cloth, "vertex_group_self_collisions", ob, "vertex_groups", text="")
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layout.prop(cloth, "group")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Stiffness Scaling"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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cloth = context.cloth.settings
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.prop(cloth, "use_stiffness_scale", text="")
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def draw(self, context):
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layout = self.layout
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md = context.cloth
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ob = context.object
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cloth = context.cloth.settings
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layout.active = (cloth.use_stiffness_scale and cloth_panel_enabled(md))
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split = layout.split()
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col = split.column()
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col.label(text="Structural Stiffness:")
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col.prop_search(cloth, "vertex_group_structural_stiffness", ob, "vertex_groups", text="")
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col.prop(cloth, "structural_stiffness_max", text="Max")
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col = split.column()
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col.label(text="Bending Stiffness:")
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col.prop_search(cloth, "vertex_group_bending", ob, "vertex_groups", text="")
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col.prop(cloth, "bending_stiffness_max", text="Max")
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class PHYSICS_PT_cloth_sewing(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Sewing Springs"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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cloth = context.cloth.settings
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self.layout.active = cloth_panel_enabled(context.cloth)
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self.layout.prop(cloth, "use_sewing_springs", text="")
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def draw(self, context):
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layout = self.layout
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md = context.cloth
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ob = context.object
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cloth = context.cloth.settings
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layout.active = (cloth.use_sewing_springs and cloth_panel_enabled(md))
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layout.prop(cloth, "sewing_force_max", text="Sewing Force")
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Shrinking:")
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col.prop_search(cloth, "vertex_group_shrink", ob, "vertex_groups", text="")
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col = split.column(align=True)
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col.label()
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col.prop(cloth, "shrink_min", text="Min")
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col.prop(cloth, "shrink_max", text="Max")
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class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Cloth Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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cloth = context.cloth.settings
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effector_weights_ui(self, context, cloth.effector_weights, 'CLOTH')
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classes = (
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CLOTH_MT_presets,
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PHYSICS_PT_cloth,
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PHYSICS_PT_cloth_cache,
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PHYSICS_PT_cloth_collision,
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PHYSICS_PT_cloth_stiffness,
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PHYSICS_PT_cloth_sewing,
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PHYSICS_PT_cloth_field_weights,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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