Files
test2/release/scripts/startup/bl_ui/properties_physics_cloth.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
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
2017-10-16 17:29:04 -02:00

275 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 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_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
view_render = context.scene.view_render
return (ob and ob.type == 'MESH') and (view_render.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)