blender/release/ui/buttons_world.py
Brecht Van Lommel 276a75ae07 UI:
* Added panels with dummy preview template.
* Added constraints panel for bones next to objects, though it
  doesn't work that well yet, the operators and code need to be
  changed so they don't assume it is one or the other in/out
  of posemode.
* Added some graying out in the scene and world buttons.
2009-05-28 23:45:50 +00:00

147 lines
3.6 KiB
Python

import bpy
class WorldButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "world"
def poll(self, context):
return (context.scene.world != None)
class WORLD_PT_preview(WorldButtonsPanel):
__label__ = "Preview"
def draw(self, context):
layout = self.layout
world = context.scene.world
layout.template_preview(world)
class WORLD_PT_world(WorldButtonsPanel):
__label__ = "World"
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world, "blend_sky")
row.itemR(world, "paper_sky")
row.itemR(world, "real_sky")
row = layout.row()
row.column().itemR(world, "horizon_color")
row.column().itemR(world, "zenith_color")
row.column().itemR(world, "ambient_color")
class WORLD_PT_color_correction(WorldButtonsPanel):
__label__ = "Color Correction"
def draw(self, context):
world = context.scene.world
layout = self.layout
row = layout.row()
row.itemR(world, "exposure")
row.itemR(world, "range")
class WORLD_PT_mist(WorldButtonsPanel):
__label__ = "Mist"
def draw_header(self, context):
world = context.scene.world
layout = self.layout
layout.itemR(world.mist, "enabled", text="")
def draw(self, context):
world = context.scene.world
layout = self.layout
layout.active = world.mist.enabled
flow = layout.column_flow()
flow.itemR(world.mist, "start")
flow.itemR(world.mist, "depth")
flow.itemR(world.mist, "height")
flow.itemR(world.mist, "intensity")
col = layout.column()
col.itemL(text="Fallof:")
col.row().itemR(world.mist, "falloff", expand=True)
class WORLD_PT_stars(WorldButtonsPanel):
__label__ = "Stars"
def draw_header(self, context):
world = context.scene.world
layout = self.layout
layout.itemR(world.stars, "enabled", text="")
def draw(self, context):
world = context.scene.world
layout = self.layout
layout.active = world.stars.enabled
flow = layout.column_flow()
flow.itemR(world.stars, "size")
flow.itemR(world.stars, "min_distance", text="Min. Dist")
flow.itemR(world.stars, "average_separation", text="Separation")
flow.itemR(world.stars, "color_randomization", text="Random:")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
__label__ = "Ambient Occlusion"
def draw_header(self, context):
world = context.scene.world
layout = self.layout
layout.itemR(world.ambient_occlusion, "enabled", text="")
def draw(self, context):
world = context.scene.world
ao = world.ambient_occlusion
layout = self.layout
layout.active = ao.enabled
layout.itemR(ao, "gather_method", expand=True)
if ao.gather_method == 'RAYTRACE':
row = layout.row()
row.itemR(ao, "samples")
row.itemR(ao, "distance")
layout.itemR(ao, "sample_method")
if ao.sample_method == 'ADAPTIVE_QMC':
row = layout.row()
row.itemR(ao, "threshold")
row.itemR(ao, "adapt_to_speed")
if ao.sample_method == 'CONSTANT_JITTERED':
row = layout.row()
row.itemR(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
col = layout.column_flow()
col.itemR(ao, "passes")
col.itemR(ao, "error_tolerance", text="Error")
col.itemR(ao, "correction")
col.itemR(ao, "pixel_cache")
row = layout.row()
row.itemR(ao, "falloff")
row.itemR(ao, "strength")
col = layout.column()
col.row().itemR(ao, "blend_mode", expand=True)
col.row().itemR(ao, "color", expand=True)
col.itemR(ao, "energy")
bpy.types.register(WORLD_PT_preview)
bpy.types.register(WORLD_PT_world)
bpy.types.register(WORLD_PT_ambient_occlusion)
bpy.types.register(WORLD_PT_mist)
bpy.types.register(WORLD_PT_stars)
bpy.types.register(WORLD_PT_color_correction)