Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
275 lines
8.4 KiB
Python
275 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 bl_ui.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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view_render = context.scene.view_render
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return (ob and ob.type == 'MESH') and (view_render.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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