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blender/release/scripts/startup/bl_ui/properties_physics_cloth.py
Alexander Gavrilov b1f9799508 Cloth: implement support for a hydrostatic pressure gradient.
When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.

This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.

Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.

Differential Revision: https://developer.blender.org/D6442
2020-06-12 18:19:40 +03:00

485 lines
16 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.
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# 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
from bpy.types import (
Panel,
)
from bl_ui.utils import PresetPanel
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_PT_presets(PresetPanel, Panel):
bl_label = "Cloth Presets"
preset_subdir = "cloth"
preset_operator = "script.execute_preset"
preset_add_operator = "cloth.preset_add"
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', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header_preset(self, _context):
CLOTH_PT_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.cloth
cloth = md.settings
layout.active = cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "quality", text="Quality Steps")
col = flow.column()
col.prop(cloth, "time_scale", text="Speed Multiplier")
class PHYSICS_PT_cloth_physical_properties(PhysicButtonsPanel, Panel):
bl_label = "Physical Properties"
bl_parent_id = 'PHYSICS_PT_cloth'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.cloth
cloth = md.settings
layout.active = cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "mass", text="Vertex Mass")
col = flow.column()
col.prop(cloth, "air_damping", text="Air Viscosity")
col = flow.column()
col.prop(cloth, "bending_model")
class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel):
bl_label = "Stiffness"
bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.cloth
cloth = md.settings
layout.active = cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
if cloth.bending_model == 'ANGULAR':
col.prop(cloth, "tension_stiffness", text="Tension")
col = flow.column()
col.prop(cloth, "compression_stiffness", text="Compression")
else:
col.prop(cloth, "tension_stiffness", text="Structural")
col = flow.column()
col.prop(cloth, "shear_stiffness", text="Shear")
col = flow.column()
col.prop(cloth, "bending_stiffness", text="Bending")
class PHYSICS_PT_cloth_damping(PhysicButtonsPanel, Panel):
bl_label = "Damping"
bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.cloth
cloth = md.settings
layout.active = cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
if cloth.bending_model == 'ANGULAR':
col.prop(cloth, "tension_damping", text="Tension")
col = flow.column()
col.prop(cloth, "compression_damping", text="Compression")
else:
col.prop(cloth, "tension_damping", text="Structural")
col = flow.column()
col.prop(cloth, "shear_damping", text="Shear")
col = flow.column()
col.prop(cloth, "bending_damping", text="Bending")
class PHYSICS_PT_cloth_internal_springs(PhysicButtonsPanel, Panel):
bl_label = "Internal Springs"
bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
cloth = context.cloth.settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.prop(cloth, "use_internal_springs", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
cloth = context.cloth.settings
md = context.cloth
ob = context.object
layout.active = cloth.use_internal_springs and cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "internal_spring_max_length", text="Max Spring Creation Length")
col = flow.column()
col.prop(cloth, "internal_spring_max_diversion", text="Max Creation Diversion")
col = flow.column()
col.prop(cloth, "internal_spring_normal_check", text="Check Surface Normals")
col = flow.column()
col.prop(cloth, "internal_tension_stiffness", text="Tension")
col = flow.column()
col.prop(cloth, "internal_compression_stiffness", text="Compression")
col = flow.column()
col.prop_search(cloth, "vertex_group_intern", ob, "vertex_groups", text="Vertex Group")
col = flow.column()
col.prop(cloth, "internal_tension_stiffness_max", text="Max Tension")
col = flow.column()
col.prop(cloth, "internal_compression_stiffness_max", text="Max Compression")
class PHYSICS_PT_cloth_pressure(PhysicButtonsPanel, Panel):
bl_label = "Pressure"
bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
cloth = context.cloth.settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.prop(cloth, "use_pressure", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
cloth = context.cloth.settings
md = context.cloth
ob = context.object
layout.active = cloth.use_pressure and cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "uniform_pressure_force")
col = flow.column()
col.prop(cloth, "use_pressure_volume", text="Custom Volume")
col = flow.column()
col.active = cloth.use_pressure_volume
col.prop(cloth, "target_volume")
col = flow.column()
col.prop(cloth, "pressure_factor")
col = flow.column()
col.prop(cloth, "fluid_density")
col = flow.column()
col.prop_search(cloth, "vertex_group_pressure", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel):
bl_label = "Cache"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
md = context.cloth
point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 'CLOTH')
class PHYSICS_PT_cloth_shape(PhysicButtonsPanel, Panel):
bl_label = "Shape"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.cloth
ob = context.object
cloth = md.settings
layout.active = cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column(align=True)
col.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="Pin Group")
sub = col.column(align=True)
sub.active = cloth.vertex_group_mass != ""
sub.prop(cloth, "pin_stiffness", text="Stiffness")
col.separator()
col = flow.column(align=True)
col.prop(cloth, "use_sewing_springs", text="Sewing")
sub = col.column(align=True)
sub.active = cloth.use_sewing_springs
sub.prop(cloth, "sewing_force_max", text="Max Sewing Force")
col.separator()
col = flow.column()
col.prop(cloth, "shrink_min", text="Shrinking Factor")
col = flow.column()
col.prop(cloth, "use_dynamic_mesh", text="Dynamic Mesh")
key = ob.data.shape_keys
if key:
col = flow.column()
col.active = not cloth.use_dynamic_mesh
col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="Rest Shape Key")
class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel):
bl_label = "Collisions"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
cloth = context.cloth.collision_settings
md = context.cloth
layout.active = (cloth.use_collision or cloth.use_self_collision) and cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "collision_quality", text="Quality")
class PHYSICS_PT_cloth_object_collision(PhysicButtonsPanel, Panel):
bl_label = "Object Collisions"
bl_parent_id = 'PHYSICS_PT_cloth_collision'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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
layout.use_property_split = True
cloth = context.cloth.collision_settings
md = context.cloth
layout.active = cloth.use_collision and cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "distance_min", slider=True, text="Distance")
col = flow.column()
col.prop(cloth, "impulse_clamp")
col = flow.column()
col.prop(cloth, "collection")
class PHYSICS_PT_cloth_self_collision(PhysicButtonsPanel, Panel):
bl_label = "Self Collisions"
bl_parent_id = 'PHYSICS_PT_cloth_collision'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
cloth = context.cloth.collision_settings
self.layout.active = cloth_panel_enabled(context.cloth)
self.layout.prop(cloth, "use_self_collision", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
cloth = context.cloth.collision_settings
md = context.cloth
ob = context.object
layout.active = cloth.use_self_collision and cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(cloth, "self_friction", text="Friction")
col = flow.column()
col.prop(cloth, "self_distance_min", slider=True, text="Distance")
col = flow.column()
col.prop(cloth, "self_impulse_clamp")
col = flow.column()
col.prop_search(cloth, "vertex_group_self_collisions", ob, "vertex_groups", text="Vertex Group")
class PHYSICS_PT_cloth_property_weights(PhysicButtonsPanel, Panel):
bl_label = "Property Weights"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
md = context.cloth
ob = context.object
cloth = context.cloth.settings
layout.active = cloth_panel_enabled(md)
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop_search(
cloth, "vertex_group_structural_stiffness", ob, "vertex_groups",
text="Structural Group",
)
col.prop(cloth, "tension_stiffness_max", text="Max Tension")
col.prop(cloth, "compression_stiffness_max", text="Max Compression")
col.separator()
col = flow.column()
col.prop_search(
cloth, "vertex_group_shear_stiffness", ob, "vertex_groups",
text="Shear Group",
)
col.prop(cloth, "shear_stiffness_max", text="Max Shearing")
col.separator()
col = flow.column()
col.prop_search(
cloth, "vertex_group_bending", ob, "vertex_groups",
text="Bending Group"
)
col.prop(cloth, "bending_stiffness_max", text="Max Bending")
col.separator()
col = flow.column()
col.prop_search(
cloth, "vertex_group_shrink", ob, "vertex_groups",
text="Shrinking Group"
)
col.prop(cloth, "shrink_max", text="Max Shrinking")
class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel):
bl_label = "Field Weights"
bl_parent_id = 'PHYSICS_PT_cloth'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
cloth = context.cloth.settings
effector_weights_ui(self, cloth.effector_weights, 'CLOTH')
classes = (
CLOTH_PT_presets,
PHYSICS_PT_cloth,
PHYSICS_PT_cloth_physical_properties,
PHYSICS_PT_cloth_stiffness,
PHYSICS_PT_cloth_damping,
PHYSICS_PT_cloth_internal_springs,
PHYSICS_PT_cloth_pressure,
PHYSICS_PT_cloth_cache,
PHYSICS_PT_cloth_shape,
PHYSICS_PT_cloth_collision,
PHYSICS_PT_cloth_object_collision,
PHYSICS_PT_cloth_self_collision,
PHYSICS_PT_cloth_property_weights,
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)