blender/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
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.
2018-04-19 17:35:25 +02:00

531 lines
19 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.
#
# 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.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, UIList
from .properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
class PHYSICS_UL_dynapaint_surfaces(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.DynamicPaintSurface)
surf = item
sticon = layout.enum_item_icon(surf, "surface_type", surf.surface_type)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row(align=True)
row.label(text="", icon_value=icon)
row.prop(surf, "name", text="", emboss=False, icon_value=sticon)
row = layout.row(align=True)
if surf.use_color_preview:
row.prop(surf, "show_preview", text="", emboss=False,
icon='RESTRICT_VIEW_OFF' if surf.show_preview else 'RESTRICT_VIEW_ON')
row.prop(surf, "is_active", text="")
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
row = layout.row(align=True)
row.label(text="", icon_value=icon)
row.label(text="", icon_value=sticon)
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.dynamic_paint
class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
md = context.dynamic_paint
layout.row().prop(md, "ui_type", expand=True)
if md.ui_type == 'CANVAS':
canvas = md.canvas_settings
if canvas is None:
layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
else:
layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
surface = canvas.canvas_surfaces.active
row = layout.row()
row.template_list("PHYSICS_UL_dynapaint_surfaces", "", canvas, "canvas_surfaces",
canvas.canvas_surfaces, "active_index", rows=1)
col = row.column(align=True)
col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
if surface:
layout.prop(surface, "surface_format")
col = layout.column()
if surface.surface_format != 'VERTEX':
col.label(text="Quality:")
col.prop(surface, "image_resolution")
col.prop(surface, "use_antialiasing")
col = layout.column()
col.label(text="Frames:")
split = col.split()
col = split.column(align=True)
col.prop(surface, "frame_start", text="Start")
col.prop(surface, "frame_end", text="End")
split.prop(surface, "frame_substeps")
elif md.ui_type == 'BRUSH':
brush = md.brush_settings
if brush is None:
layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
else:
layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
split = layout.split()
col = split.column()
col.prop(brush, "use_absolute_alpha")
col.prop(brush, "use_paint_erase")
col.prop(brush, "paint_wetness", text="Wetness")
col = split.column()
col.prop(brush, "paint_color", text="")
col.prop(brush, "paint_alpha", text="Alpha")
class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Advanced"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
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
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
surface_type = surface.surface_type
layout.prop(surface, "surface_type")
layout.separator()
# dissolve
if surface_type == 'PAINT':
split = layout.split(percentage=0.35)
split.prop(surface, "use_drying", text="Dry:")
col = split.column()
col.active = surface.use_drying
split = col.split(percentage=0.7)
col = split.column(align=True)
col.prop(surface, "dry_speed", text="Time")
col.prop(surface, "color_dry_threshold")
split.prop(surface, "use_dry_log", text="Slow")
if surface_type != 'WAVE':
split = layout.split(percentage=0.35)
col = split.column()
if surface_type == 'WEIGHT':
col.prop(surface, "use_dissolve", text="Fade:")
else:
col.prop(surface, "use_dissolve", text="Dissolve:")
col = split.column()
col.active = surface.use_dissolve
split = col.split(percentage=0.7)
split.prop(surface, "dissolve_speed", text="Time")
split.prop(surface, "use_dissolve_log", text="Slow")
# per type settings
if surface_type == 'DISPLACE':
layout.prop(surface, "use_incremental_displace")
if surface.surface_format == 'VERTEX':
row = layout.row()
row.prop(surface, "depth_clamp")
row.prop(surface, "displace_factor")
elif surface_type == 'WAVE':
layout.prop(surface, "use_wave_open_border")
split = layout.split()
col = split.column(align=True)
col.prop(surface, "wave_timescale")
col.prop(surface, "wave_speed")
col = split.column(align=True)
col.prop(surface, "wave_damping")
col.prop(surface, "wave_spring")
col.prop(surface, "wave_smoothness")
layout.separator()
layout.prop(surface, "brush_group")
row = layout.row()
row.prop(surface, "brush_influence_scale")
row.prop(surface, "brush_radius_scale")
class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Output"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
return 0
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
return (surface and
(not (surface.surface_format == 'VERTEX' and (surface.surface_type in {'DISPLACE', 'WAVE'}))) and
(context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
surface_type = surface.surface_type
# vertex format outputs
if surface.surface_format == 'VERTEX':
if surface_type == 'PAINT':
# toggle active preview
layout.prop(surface, "preview_id")
# paint-map output
row = layout.row()
row.prop_search(surface, "output_name_a", ob.data, "vertex_colors", text="Paintmap Layer")
if surface.output_exists(object=ob, index=0):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
# wet-map output
row = layout.row()
row.prop_search(surface, "output_name_b", ob.data, "vertex_colors", text="Wetmap Layer")
if surface.output_exists(object=ob, index=1):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'B'
elif surface_type == 'WEIGHT':
row = layout.row()
row.prop_search(surface, "output_name_a", ob, "vertex_groups", text="Vertex Group")
if surface.output_exists(object=ob, index=0):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
# image format outputs
if surface.surface_format == 'IMAGE':
layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
layout.prop_search(surface, "uv_layer", ob.data, "uv_layers", text="UV Map")
layout.separator()
layout.prop(surface, "image_output_path", text="")
row = layout.row()
row.prop(surface, "image_fileformat", text="")
row.prop(surface, "use_premultiply", text="Premultiply Alpha")
if surface_type == 'PAINT':
split = layout.split(percentage=0.4)
split.prop(surface, "use_output_a", text="Paintmaps:")
sub = split.row()
sub.active = surface.use_output_a
sub.prop(surface, "output_name_a", text="")
split = layout.split(percentage=0.4)
split.prop(surface, "use_output_b", text="Wetmaps:")
sub = split.row()
sub.active = surface.use_output_b
sub.prop(surface, "output_name_b", text="")
else:
col = layout.column()
col.prop(surface, "output_name_a", text="Filename:")
if surface_type == 'DISPLACE':
col.prop(surface, "displace_type", text="Displace Type")
col.prop(surface, "depth_clamp")
elif surface_type == 'WAVE':
col.prop(surface, "depth_clamp", text="Wave Clamp")
class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Initial Color"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
return 0
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
return (surface and surface.surface_type == 'PAINT') and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
layout.prop(surface, "init_color_type", expand=False)
if surface.init_color_type != 'NONE':
layout.separator()
# dissolve
if surface.init_color_type == 'COLOR':
layout.prop(surface, "init_color")
elif surface.init_color_type == 'TEXTURE':
layout.prop(surface, "init_texture")
layout.prop_search(surface, "init_layername", ob.data, "uv_layers", text="UV Map")
elif surface.init_color_type == 'VERTEX_COLOR':
layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer")
class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Effects"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
return False
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
return (surface and surface.surface_type == 'PAINT') and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
layout.row().prop(surface, "effect_ui", expand=True)
if surface.effect_ui == 'SPREAD':
layout.prop(surface, "use_spread")
row = layout.row()
row.active = surface.use_spread
row.prop(surface, "spread_speed")
row.prop(surface, "color_spread_speed")
elif surface.effect_ui == 'DRIP':
layout.prop(surface, "use_drip")
col = layout.column()
col.active = surface.use_drip
effector_weights_ui(self, context, surface.effector_weights, 'DYNAMIC_PAINT')
layout.label(text="Surface Movement:")
row = layout.row()
row.prop(surface, "drip_velocity", slider=True)
row.prop(surface, "drip_acceleration", slider=True)
elif surface.effect_ui == 'SHRINK':
layout.prop(surface, "use_shrink")
row = layout.row()
row.active = surface.use_shrink
row.prop(surface, "shrink_speed")
class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Cache"
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 == 'CANVAS' and
md.canvas_settings and
md.canvas_settings.canvas_surfaces.active and
md.canvas_settings.canvas_surfaces.active.is_cache_user and
(context.engine in cls.COMPAT_ENGINES))
def draw(self, context):
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
cache = surface.point_cache
point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT')
class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Source"
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
ob = context.object
split = layout.split()
col = split.column()
col.prop(brush, "paint_source")
if brush.paint_source == 'PARTICLE_SYSTEM':
col.prop_search(brush, "particle_system", ob, "particle_systems", text="")
if brush.particle_system:
col.label(text="Particle Effect:")
sub = col.column()
sub.active = not brush.use_particle_radius
sub.prop(brush, "solid_radius", text="Solid Radius")
col.prop(brush, "use_particle_radius", text="Use Particle's Radius")
col.prop(brush, "smooth_radius", text="Smooth Radius")
if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE', 'POINT'}:
col.prop(brush, "paint_distance", text="Paint Distance")
split = layout.row().split(percentage=0.4)
sub = split.column()
if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
sub.prop(brush, "use_proximity_project")
if brush.paint_source == 'VOLUME_DISTANCE':
sub.prop(brush, "invert_proximity")
sub.prop(brush, "use_negative_volume")
sub = split.column()
if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
column = sub.column()
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)