forked from bartvdbraak/blender
51b796ff15
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
531 lines
19 KiB
Python
531 lines
19 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 Panel, UIList
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from .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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class PHYSICS_UL_dynapaint_surfaces(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.DynamicPaintSurface)
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surf = item
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sticon = layout.enum_item_icon(surf, "surface_type", surf.surface_type)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row(align=True)
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row.label(text="", icon_value=icon)
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row.prop(surf, "name", text="", emboss=False, icon_value=sticon)
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row = layout.row(align=True)
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if surf.use_color_preview:
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row.prop(surf, "show_preview", text="", emboss=False,
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icon='RESTRICT_VIEW_OFF' if surf.show_preview else 'RESTRICT_VIEW_ON')
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row.prop(surf, "is_active", text="")
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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row = layout.row(align=True)
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row.label(text="", icon_value=icon)
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row.label(text="", icon_value=sticon)
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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.dynamic_paint
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class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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md = context.dynamic_paint
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layout.row().prop(md, "ui_type", expand=True)
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if md.ui_type == 'CANVAS':
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canvas = md.canvas_settings
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if canvas is None:
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layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
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else:
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layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
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surface = canvas.canvas_surfaces.active
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row = layout.row()
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row.template_list("PHYSICS_UL_dynapaint_surfaces", "", canvas, "canvas_surfaces",
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canvas.canvas_surfaces, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
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col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
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if surface:
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layout.prop(surface, "surface_format")
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col = layout.column()
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if surface.surface_format != 'VERTEX':
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col.label(text="Quality:")
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col.prop(surface, "image_resolution")
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col.prop(surface, "use_antialiasing")
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col = layout.column()
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col.label(text="Frames:")
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split = col.split()
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col = split.column(align=True)
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col.prop(surface, "frame_start", text="Start")
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col.prop(surface, "frame_end", text="End")
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split.prop(surface, "frame_substeps")
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elif md.ui_type == 'BRUSH':
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brush = md.brush_settings
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if brush is None:
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layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
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else:
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layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
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split = layout.split()
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col = split.column()
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col.prop(brush, "use_absolute_alpha")
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col.prop(brush, "use_paint_erase")
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col.prop(brush, "paint_wetness", text="Wetness")
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col = split.column()
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col.prop(brush, "paint_color", text="")
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col.prop(brush, "paint_alpha", text="Alpha")
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class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Advanced"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return md and md.ui_type == 'CANVAS' and md.canvas_settings and md.canvas_settings.canvas_surfaces.active and context.engine in cls.COMPAT_ENGINES
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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surface_type = surface.surface_type
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layout.prop(surface, "surface_type")
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layout.separator()
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# dissolve
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if surface_type == 'PAINT':
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split = layout.split(percentage=0.35)
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split.prop(surface, "use_drying", text="Dry:")
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col = split.column()
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col.active = surface.use_drying
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split = col.split(percentage=0.7)
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col = split.column(align=True)
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col.prop(surface, "dry_speed", text="Time")
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col.prop(surface, "color_dry_threshold")
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split.prop(surface, "use_dry_log", text="Slow")
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if surface_type != 'WAVE':
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split = layout.split(percentage=0.35)
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col = split.column()
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if surface_type == 'WEIGHT':
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col.prop(surface, "use_dissolve", text="Fade:")
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else:
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col.prop(surface, "use_dissolve", text="Dissolve:")
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col = split.column()
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col.active = surface.use_dissolve
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split = col.split(percentage=0.7)
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split.prop(surface, "dissolve_speed", text="Time")
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split.prop(surface, "use_dissolve_log", text="Slow")
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# per type settings
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if surface_type == 'DISPLACE':
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layout.prop(surface, "use_incremental_displace")
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if surface.surface_format == 'VERTEX':
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row = layout.row()
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row.prop(surface, "depth_clamp")
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row.prop(surface, "displace_factor")
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elif surface_type == 'WAVE':
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layout.prop(surface, "use_wave_open_border")
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split = layout.split()
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col = split.column(align=True)
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col.prop(surface, "wave_timescale")
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col.prop(surface, "wave_speed")
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col = split.column(align=True)
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col.prop(surface, "wave_damping")
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col.prop(surface, "wave_spring")
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col.prop(surface, "wave_smoothness")
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layout.separator()
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layout.prop(surface, "brush_group")
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row = layout.row()
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row.prop(surface, "brush_influence_scale")
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row.prop(surface, "brush_radius_scale")
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class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Output"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return 0
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and
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(not (surface.surface_format == 'VERTEX' and (surface.surface_type in {'DISPLACE', 'WAVE'}))) and
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(context.engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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ob = context.object
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surface_type = surface.surface_type
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# vertex format outputs
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if surface.surface_format == 'VERTEX':
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if surface_type == 'PAINT':
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# toggle active preview
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layout.prop(surface, "preview_id")
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# paint-map output
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row = layout.row()
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row.prop_search(surface, "output_name_a", ob.data, "vertex_colors", text="Paintmap Layer")
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if surface.output_exists(object=ob, index=0):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# wet-map output
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row = layout.row()
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row.prop_search(surface, "output_name_b", ob.data, "vertex_colors", text="Wetmap Layer")
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if surface.output_exists(object=ob, index=1):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'B'
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elif surface_type == 'WEIGHT':
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row = layout.row()
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row.prop_search(surface, "output_name_a", ob, "vertex_groups", text="Vertex Group")
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if surface.output_exists(object=ob, index=0):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# image format outputs
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if surface.surface_format == 'IMAGE':
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layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
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layout.prop_search(surface, "uv_layer", ob.data, "uv_layers", text="UV Map")
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layout.separator()
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layout.prop(surface, "image_output_path", text="")
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row = layout.row()
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row.prop(surface, "image_fileformat", text="")
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row.prop(surface, "use_premultiply", text="Premultiply Alpha")
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if surface_type == 'PAINT':
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_a", text="Paintmaps:")
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sub = split.row()
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sub.active = surface.use_output_a
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sub.prop(surface, "output_name_a", text="")
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_b", text="Wetmaps:")
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sub = split.row()
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sub.active = surface.use_output_b
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sub.prop(surface, "output_name_b", text="")
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else:
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col = layout.column()
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col.prop(surface, "output_name_a", text="Filename:")
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if surface_type == 'DISPLACE':
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col.prop(surface, "displace_type", text="Displace Type")
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col.prop(surface, "depth_clamp")
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elif surface_type == 'WAVE':
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col.prop(surface, "depth_clamp", text="Wave Clamp")
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class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Initial Color"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return 0
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and surface.surface_type == 'PAINT') and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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ob = context.object
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layout.prop(surface, "init_color_type", expand=False)
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if surface.init_color_type != 'NONE':
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layout.separator()
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# dissolve
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if surface.init_color_type == 'COLOR':
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layout.prop(surface, "init_color")
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elif surface.init_color_type == 'TEXTURE':
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layout.prop(surface, "init_texture")
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layout.prop_search(surface, "init_layername", ob.data, "uv_layers", text="UV Map")
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elif surface.init_color_type == 'VERTEX_COLOR':
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layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer")
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class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Effects"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return False
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and surface.surface_type == 'PAINT') and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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layout.row().prop(surface, "effect_ui", expand=True)
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if surface.effect_ui == 'SPREAD':
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layout.prop(surface, "use_spread")
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row = layout.row()
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row.active = surface.use_spread
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row.prop(surface, "spread_speed")
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row.prop(surface, "color_spread_speed")
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elif surface.effect_ui == 'DRIP':
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layout.prop(surface, "use_drip")
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col = layout.column()
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col.active = surface.use_drip
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effector_weights_ui(self, context, surface.effector_weights, 'DYNAMIC_PAINT')
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layout.label(text="Surface Movement:")
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row = layout.row()
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row.prop(surface, "drip_velocity", slider=True)
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row.prop(surface, "drip_acceleration", slider=True)
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elif surface.effect_ui == 'SHRINK':
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layout.prop(surface, "use_shrink")
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row = layout.row()
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row.active = surface.use_shrink
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row.prop(surface, "shrink_speed")
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class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return (md and
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md.ui_type == 'CANVAS' and
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md.canvas_settings and
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md.canvas_settings.canvas_surfaces.active and
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md.canvas_settings.canvas_surfaces.active.is_cache_user and
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(context.engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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cache = surface.point_cache
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT')
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class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Source"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return md and md.ui_type == 'BRUSH' and md.brush_settings and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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brush = context.dynamic_paint.brush_settings
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ob = context.object
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split = layout.split()
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col = split.column()
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col.prop(brush, "paint_source")
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if brush.paint_source == 'PARTICLE_SYSTEM':
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col.prop_search(brush, "particle_system", ob, "particle_systems", text="")
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if brush.particle_system:
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col.label(text="Particle Effect:")
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sub = col.column()
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sub.active = not brush.use_particle_radius
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sub.prop(brush, "solid_radius", text="Solid Radius")
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col.prop(brush, "use_particle_radius", text="Use Particle's Radius")
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col.prop(brush, "smooth_radius", text="Smooth Radius")
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE', 'POINT'}:
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col.prop(brush, "paint_distance", text="Paint Distance")
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split = layout.row().split(percentage=0.4)
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sub = split.column()
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
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sub.prop(brush, "use_proximity_project")
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if brush.paint_source == 'VOLUME_DISTANCE':
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sub.prop(brush, "invert_proximity")
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sub.prop(brush, "use_negative_volume")
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sub = split.column()
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
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column = sub.column()
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column.active = brush.use_proximity_project
|
|
column.prop(brush, "ray_direction")
|
|
sub.prop(brush, "proximity_falloff")
|
|
if brush.proximity_falloff == 'RAMP':
|
|
col = layout.row().column()
|
|
col.separator()
|
|
col.prop(brush, "use_proximity_ramp_alpha", text="Only Use Alpha")
|
|
col.template_color_ramp(brush, "paint_ramp", expand=True)
|
|
|
|
|
|
class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel):
|
|
bl_label = "Dynamic Paint Velocity"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
md = context.dynamic_paint
|
|
return md and md.ui_type == 'BRUSH' and md.brush_settings and (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
brush = context.dynamic_paint.brush_settings
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(brush, "use_velocity_alpha")
|
|
col.prop(brush, "use_velocity_color")
|
|
|
|
split.prop(brush, "use_velocity_depth")
|
|
|
|
col = layout.column()
|
|
col.active = (brush.use_velocity_alpha or brush.use_velocity_color or brush.use_velocity_depth)
|
|
col.prop(brush, "velocity_max")
|
|
col.template_color_ramp(brush, "velocity_ramp", expand=True)
|
|
layout.separator()
|
|
|
|
row = layout.row()
|
|
row.prop(brush, "use_smudge")
|
|
sub = row.row()
|
|
sub.active = brush.use_smudge
|
|
sub.prop(brush, "smudge_strength")
|
|
|
|
|
|
class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, Panel):
|
|
bl_label = "Dynamic Paint Waves"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
md = context.dynamic_paint
|
|
return md and md.ui_type == 'BRUSH' and md.brush_settings and (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
brush = context.dynamic_paint.brush_settings
|
|
|
|
layout.prop(brush, "wave_type")
|
|
if brush.wave_type != 'REFLECT':
|
|
row = layout.row()
|
|
row.prop(brush, "wave_factor")
|
|
row.prop(brush, "wave_clamp")
|
|
|
|
|
|
classes = (
|
|
PHYSICS_UL_dynapaint_surfaces,
|
|
PHYSICS_PT_dynamic_paint,
|
|
PHYSICS_PT_dp_advanced_canvas,
|
|
PHYSICS_PT_dp_canvas_output,
|
|
PHYSICS_PT_dp_canvas_initial_color,
|
|
PHYSICS_PT_dp_effects,
|
|
PHYSICS_PT_dp_cache,
|
|
PHYSICS_PT_dp_brush_source,
|
|
PHYSICS_PT_dp_brush_velocity,
|
|
PHYSICS_PT_dp_brush_wave,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|