blender/release/scripts/ui/properties_scene.py

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# ##### 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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
class SceneButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(cls, context):
return context.scene
class SCENE_PT_scene(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "camera")
layout.prop(scene, "background_set", text="Background")
class SCENE_PT_unit(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
col.row().prop(unit, "system", expand=True)
split = layout.split()
split.active = (unit.system != 'NONE')
col = split.column()
col.prop(unit, "scale_length", text="Scale")
col = split.column()
col.prop(unit, "use_separate")
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layout.column().prop(unit, "rotation_units")
class SCENE_PT_keying_sets(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Keying Sets"
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
ks = scene.keying_sets.active
if ks and ks.is_path_absolute:
row = layout.row()
col = row.column()
col.prop(ks, "name")
subcol = col.column()
subcol.operator_context = 'INVOKE_DEFAULT'
op = subcol.operator("anim.keying_set_export", text="Export to File")
op.filepath = "keyingset.py"
col = row.column()
col.label(text="Keyframing Settings:")
col.prop(ks, "use_insertkey_needed", text="Needed")
col.prop(ks, "use_insertkey_visual", text="Visual")
col.prop(ks, "use_insertkey_xyz_to_rgb", text="XYZ to RGB")
class SCENE_PT_keying_set_paths(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Active Keying Set"
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.keying_sets.active
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks.paths, "active_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
ksp = ks.paths.active
if ksp:
col = layout.column()
col.label(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "data_path", ksp.id)
row = layout.row()
col = row.column()
col.label(text="Array Target:")
col.prop(ksp, "use_entire_array")
if ksp.use_entire_array is False:
col.prop(ksp, "array_index")
col = row.column()
col.label(text="F-Curve Grouping:")
col.prop(ksp, "group_method")
if ksp.group_method == 'NAMED':
col.prop(ksp, "group")
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col.label(text="Keyframing Settings:")
col.prop(ksp, "use_insertkey_needed", text="Needed")
col.prop(ksp, "use_insertkey_visual", text="Visual")
col.prop(ksp, "use_insertkey_xyz_to_rgb", text="XYZ to RGB")
class SCENE_PT_physics(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
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scene = context.scene
layout.active = scene.use_gravity
layout.prop(scene, "gravity", text="")
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
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class SCENE_PT_simplify(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Simplify"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
scene = context.scene
rd = scene.render
self.layout.prop(rd, "use_simplify", text="")
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def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.active = rd.use_simplify
split = layout.split()
col = split.column()
col.prop(rd, "simplify_subdivision", text="Subdivision")
col.prop(rd, "simplify_child_particles", text="Child Particles")
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col.prop(rd, "use_simplify_triangulate")
col = split.column()
col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "scene"
from bpy.props import *
# XXX, move operator to op/ dir
class ANIM_OT_keying_set_export(bpy.types.Operator):
"Export Keying Set to a python script."
bl_idname = "anim.keying_set_export"
bl_label = "Export Keying Set..."
filepath = bpy.props.StringProperty(name="File Path", description="Filepath to write file to.")
filter_folder = bpy.props.BoolProperty(name="Filter folders", description="", default=True, options={'HIDDEN'})
filter_text = bpy.props.BoolProperty(name="Filter text", description="", default=True, options={'HIDDEN'})
filter_python = bpy.props.BoolProperty(name="Filter python", description="", default=True, options={'HIDDEN'})
def execute(self, context):
if not self.filepath:
raise Exception("Filepath not set.")
f = open(self.filepath, "w")
if not f:
raise Exception("Could not open file.")
scene = context.scene
ks = scene.keying_sets.active
f.write("# Keying Set: %s\n" % ks.name)
f.write("import bpy\n\n")
f.write("scene= bpy.data.scenes[0]\n\n")
# Add KeyingSet and set general settings
f.write("# Keying Set Level declarations\n")
f.write("ks= scene.keying_sets.new(name=\"%s\")\n" % ks.name)
if not ks.is_path_absolute:
f.write("ks.is_path_absolute = False\n")
f.write("\n")
f.write("ks.use_insertkey_needed = %s\n" % ks.use_insertkey_needed)
f.write("ks.use_insertkey_visual = %s\n" % ks.use_insertkey_visual)
f.write("ks.use_insertkey_xyz_to_rgb = %s\n" % ks.use_insertkey_xyz_to_rgb)
f.write("\n")
# generate and write set of lookups for id's used in paths
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id_to_paths_cache = {} # cache for syncing ID-blocks to bpy paths + shorthands
for ksp in ks.paths:
if ksp.id is None:
continue
if ksp.id in id_to_paths_cache:
continue
# - idtype_list is used to get the list of id-datablocks from bpy.data.*
# since this info isn't available elsewhere
# - id.bl_rna.name gives a name suitable for UI,
# with a capitalised first letter, but we need
# the plural form that's all lower case
idtype_list = ksp.id.bl_rna.name.lower() + "s"
id_bpy_path = "bpy.data.%s[\"%s\"]" % (idtype_list, ksp.id.name)
# shorthand ID for the ID-block (as used in the script)
short_id = "id_%d" % len(id_to_paths_cache)
# store this in the cache now
id_to_paths_cache[ksp.id] = [short_id, id_bpy_path]
f.write("# ID's that are commonly used\n")
for id_pair in id_to_paths_cache.values():
f.write("%s = %s\n" % (id_pair[0], id_pair[1]))
f.write("\n")
# write paths
f.write("# Path Definitions\n")
for ksp in ks.paths:
f.write("ksp = ks.paths.add(")
# id-block + data_path
if ksp.id:
# find the relevant shorthand from the cache
id_bpy_path = id_to_paths_cache[ksp.id][0]
else:
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id_bpy_path = "None" # XXX...
f.write("%s, '%s'" % (id_bpy_path, ksp.data_path))
# array index settings (if applicable)
if ksp.use_entire_array:
f.write(", index=-1")
else:
f.write(", index=%d" % ksp.array_index)
# grouping settings (if applicable)
# NOTE: the current default is KEYINGSET, but if this changes, change this code too
if ksp.group_method == 'NAMED':
f.write(", group_method='%s', group_name=\"%s\"" % (ksp.group_method, ksp.group))
elif ksp.group_method != 'KEYINGSET':
f.write(", group_method='%s'" % ksp.group_method)
# finish off
f.write(")\n")
f.write("\n")
f.close()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()