Files
test/release/scripts/startup/bl_ui/properties_physics_cloth.py
Brecht Van Lommel f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
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
2018-04-18 16:35:38 +02:00

274 lines
8.4 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 .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_MT_presets(Menu):
bl_label = "Cloth Presets"
preset_subdir = "cloth"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
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'}
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)
col = split.column()
split.label(text="Presets:")
sub = split.row(align=True)
sub.menu("CLOTH_MT_presets", text=bpy.types.CLOTH_MT_presets.bl_label)
sub.operator("cloth.preset_add", text="", icon='ZOOMIN')
sub.operator("cloth.preset_add", text="", icon='ZOOMOUT').remove_active = True
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 = "Cloth Cache"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
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 = "Cloth Collision"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
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 = "Cloth Stiffness Scaling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
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 = "Cloth Sewing Springs"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
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 = "Cloth Field Weights"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
cloth = context.cloth.settings
effector_weights_ui(self, context, cloth.effector_weights, 'CLOTH')
classes = (
CLOTH_MT_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)