
Introduced a way to specify cloth pressure force influence with a vertex group. This will allow users to only have pressure affect certain parts of the mesh. In addition to this, the "shrink factor" is now also unlocked to allow negative values and thus allowing the cloth mesh to grow as well. Reviewed By: Jaques Lucke Differential Revision: http://developer.blender.org/D6347
439 lines
14 KiB
Python
439 lines
14 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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from bpy.types import (
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Panel,
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)
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from bl_ui.utils import PresetPanel
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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_PT_presets(PresetPanel, Panel):
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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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preset_add_operator = "cloth.preset_add"
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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', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_header_preset(self, _context):
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CLOTH_PT_presets.draw_panel_header(self.layout)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.cloth
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cloth = md.settings
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layout.active = cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(cloth, "quality", text="Quality Steps")
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col = flow.column()
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col.prop(cloth, "time_scale", text="Speed Multiplier")
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class PHYSICS_PT_cloth_physical_properties(PhysicButtonsPanel, Panel):
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bl_label = "Physical Properties"
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bl_parent_id = 'PHYSICS_PT_cloth'
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.cloth
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cloth = md.settings
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layout.active = cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(cloth, "mass", text="Vertex Mass")
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col = flow.column()
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col.prop(cloth, "air_damping", text="Air Viscosity")
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col = flow.column()
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col.prop(cloth, "bending_model")
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class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel):
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bl_label = "Stiffness"
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bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.cloth
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cloth = md.settings
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layout.active = cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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if cloth.bending_model == 'ANGULAR':
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col.prop(cloth, "tension_stiffness", text="Tension")
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col = flow.column()
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col.prop(cloth, "compression_stiffness", text="Compression")
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else:
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col.prop(cloth, "tension_stiffness", text="Structural")
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col = flow.column()
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col.prop(cloth, "shear_stiffness", text="Shear")
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col = flow.column()
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col.prop(cloth, "bending_stiffness", text="Bending")
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class PHYSICS_PT_cloth_damping(PhysicButtonsPanel, Panel):
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bl_label = "Damping"
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bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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md = context.cloth
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cloth = md.settings
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layout.active = cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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if cloth.bending_model == 'ANGULAR':
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col.prop(cloth, "tension_damping", text="Tension")
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col = flow.column()
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col.prop(cloth, "compression_damping", text="Compression")
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else:
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col.prop(cloth, "tension_damping", text="Structural")
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col = flow.column()
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col.prop(cloth, "shear_damping", text="Shear")
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col = flow.column()
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col.prop(cloth, "bending_damping", text="Bending")
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class PHYSICS_PT_cloth_pressure(PhysicButtonsPanel, Panel):
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bl_label = "Pressure"
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bl_parent_id = 'PHYSICS_PT_cloth_physical_properties'
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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_pressure", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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cloth = context.cloth.settings
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md = context.cloth
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ob = context.object
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layout.active = cloth.use_pressure and cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(cloth, "uniform_pressure_force")
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col = flow.column()
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col.prop(cloth, "use_pressure_volume", text="Custom volume")
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col = flow.column()
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col.active = cloth.use_pressure_volume
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col.prop(cloth, "target_volume")
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col = flow.column()
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col.prop(cloth, "pressure_factor", text="Factor")
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col = flow.column()
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col.prop_search(cloth, "vertex_group_pressure", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel):
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bl_label = "Cache"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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md = context.cloth
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point_cache_ui(self, md.point_cache, cloth_panel_enabled(md), 'CLOTH')
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class PHYSICS_PT_cloth_shape(PhysicButtonsPanel, Panel):
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bl_label = "Shape"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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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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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column(align=True)
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col.prop_search(cloth, "vertex_group_mass", ob, "vertex_groups", text="Pin Group")
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sub = col.column(align=True)
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sub.active = cloth.vertex_group_mass != ""
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sub.prop(cloth, "pin_stiffness", text="Stiffness")
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col.separator()
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col = flow.column(align=True)
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col.prop(cloth, "use_sewing_springs", text="Sewing")
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sub = col.column(align=True)
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sub.active = cloth.use_sewing_springs
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sub.prop(cloth, "sewing_force_max", text="Max Sewing Force")
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col.separator()
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col = flow.column()
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col.prop(cloth, "shrink_min", text="Shrinking Factor")
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col = flow.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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col = flow.column()
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col.active = not cloth.use_dynamic_mesh
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col.prop_search(cloth, "rest_shape_key", key, "key_blocks", text="Rest Shape Key")
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class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel):
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bl_label = "Collisions"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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cloth = context.cloth.collision_settings
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md = context.cloth
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layout.active = (cloth.use_collision or cloth.use_self_collision) and cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(cloth, "collision_quality", text="Quality")
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class PHYSICS_PT_cloth_object_collision(PhysicButtonsPanel, Panel):
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bl_label = "Object Collisions"
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bl_parent_id = 'PHYSICS_PT_cloth_collision'
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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layout.use_property_split = True
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cloth = context.cloth.collision_settings
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md = context.cloth
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layout.active = cloth.use_collision and cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(cloth, "distance_min", slider=True, text="Distance")
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col = flow.column()
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col.prop(cloth, "impulse_clamp")
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col = flow.column()
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col.prop(cloth, "collection")
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class PHYSICS_PT_cloth_self_collision(PhysicButtonsPanel, Panel):
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bl_label = "Self Collisions"
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bl_parent_id = 'PHYSICS_PT_cloth_collision'
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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_self_collision", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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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_self_collision and cloth_panel_enabled(md)
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(cloth, "self_friction", text="Friction")
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col = flow.column()
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col.prop(cloth, "self_distance_min", slider=True, text="Distance")
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col = flow.column()
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col.prop(cloth, "self_impulse_clamp")
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col = flow.column()
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col.prop_search(cloth, "vertex_group_self_collisions", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_cloth_property_weights(PhysicButtonsPanel, Panel):
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bl_label = "Property Weights"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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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_panel_enabled(md)
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop_search(
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cloth, "vertex_group_structural_stiffness", ob, "vertex_groups",
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text="Structural Group",
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)
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col.prop(cloth, "tension_stiffness_max", text="Max Tension")
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col.prop(cloth, "compression_stiffness_max", text="Max Compression")
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col.separator()
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col = flow.column()
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col.prop_search(
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cloth, "vertex_group_shear_stiffness", ob, "vertex_groups",
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text="Shear Group",
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)
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col.prop(cloth, "shear_stiffness_max", text="Max Shearing")
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col.separator()
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col = flow.column()
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col.prop_search(
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cloth, "vertex_group_bending", ob, "vertex_groups",
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text="Bending Group"
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)
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col.prop(cloth, "bending_stiffness_max", text="Max Bending")
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col.separator()
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col = flow.column()
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col.prop_search(
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cloth, "vertex_group_shrink", ob, "vertex_groups",
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text="Shrinking Group"
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)
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col.prop(cloth, "shrink_max", text="Max Shrinking")
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class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Field Weights"
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bl_parent_id = 'PHYSICS_PT_cloth'
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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cloth = context.cloth.settings
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effector_weights_ui(self, cloth.effector_weights, 'CLOTH')
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classes = (
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CLOTH_PT_presets,
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PHYSICS_PT_cloth,
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PHYSICS_PT_cloth_physical_properties,
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PHYSICS_PT_cloth_stiffness,
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PHYSICS_PT_cloth_damping,
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PHYSICS_PT_cloth_pressure,
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PHYSICS_PT_cloth_cache,
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PHYSICS_PT_cloth_shape,
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PHYSICS_PT_cloth_collision,
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PHYSICS_PT_cloth_object_collision,
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PHYSICS_PT_cloth_self_collision,
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PHYSICS_PT_cloth_property_weights,
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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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