blender/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
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from bpy.types import Panel, UIList
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from bl_ui.properties_physics_common import (point_cache_ui,
effector_weights_ui,
)
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This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
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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)
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
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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)
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
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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 in {'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
rd = context.scene.render
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and context.dynamic_paint
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class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint"
def draw(self, context):
layout = self.layout
md = context.dynamic_paint
layout.prop(md, "ui_type", expand=True)
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if md.ui_type == 'CANVAS':
canvas = md.canvas_settings
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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'
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surface = canvas.canvas_surfaces.active
row = layout.row()
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
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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="")
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if surface:
layout.prop(surface, "surface_format")
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col = layout.column()
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if surface.surface_format != 'VERTEX':
col.label(text="Quality:")
col.prop(surface, "image_resolution")
col.prop(surface, "use_antialiasing")
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col = layout.column()
col.label(text="Frames:")
split = col.split()
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col = split.column(align=True)
col.prop(surface, "frame_start", text="Start")
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':
brush = md.brush_settings
use_shading_nodes = context.scene.render.use_shading_nodes
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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")
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col = split.column()
if not use_shading_nodes:
sub = col.column()
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sub.active = (brush.paint_source != 'PARTICLE_SYSTEM')
sub.prop(brush, "use_material")
if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and not use_shading_nodes:
col.prop(brush, "material", text="")
col.prop(brush, "paint_alpha", text="Alpha Factor")
else:
col.prop(brush, "paint_color", text="")
col.prop(brush, "paint_alpha", text="Alpha")
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class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Advanced"
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'CANVAS' and md.canvas_settings and md.canvas_settings.canvas_surfaces.active and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
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surface_type = surface.surface_type
layout.prop(surface, "surface_type")
layout.separator()
# dissolve
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if surface_type == 'PAINT':
split = layout.split(percentage=0.35)
split.prop(surface, "use_drying", text="Dry:")
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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")
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if surface_type != 'WAVE':
split = layout.split(percentage=0.35)
col = split.column()
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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")
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# per type settings
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if surface_type == 'DISPLACE':
layout.prop(surface, "use_incremental_displace")
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if surface.surface_format == 'VERTEX':
row = layout.row()
row.prop(surface, "depth_clamp")
row.prop(surface, "displace_factor")
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elif surface_type == 'WAVE':
layout.prop(surface, "use_wave_open_border")
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split = layout.split()
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col = split.column(align=True)
col.prop(surface, "wave_timescale")
col.prop(surface, "wave_speed")
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col = split.column(align=True)
col.prop(surface, "wave_damping")
col.prop(surface, "wave_spring")
col.prop(surface, "wave_smoothness")
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layout.separator()
layout.prop(surface, "brush_group")
row = layout.row()
row.prop(surface, "brush_influence_scale")
row.prop(surface, "brush_radius_scale")
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class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Output"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
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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
(not rd.use_game_engine))
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
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surface_type = surface.surface_type
# vertex format outputs
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if surface.surface_format == 'VERTEX':
if surface_type == 'PAINT':
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# toggle active preview
layout.prop(surface, "preview_id")
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# paint-map output
row = layout.row()
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):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# wet-map output
row = layout.row()
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):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'B'
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elif surface_type == 'WEIGHT':
row = layout.row()
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):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
# image format outputs
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if surface.surface_format == 'IMAGE':
layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
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layout.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV Map")
layout.separator()
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layout.prop(surface, "image_output_path", text="")
row = layout.row()
row.prop(surface, "image_fileformat", text="")
row.prop(surface, "use_premultiply", text="Premultiply alpha")
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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="")
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_b", text="Wetmaps:")
sub = split.row()
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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:")
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if surface_type == 'DISPLACE':
col.prop(surface, "displace_type", text="Displace Type")
col.prop(surface, "depth_clamp")
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elif surface_type == 'WAVE':
col.prop(surface, "depth_clamp", text="Wave Clamp")
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class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Initial Color"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
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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 (not rd.use_game_engine)
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
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if surface.init_color_type == 'COLOR':
layout.prop(surface, "init_color")
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elif surface.init_color_type == 'TEXTURE':
layout.prop(surface, "init_texture")
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layout.prop_search(surface, "init_layername", ob.data, "uv_textures", 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):
bl_label = "Dynamic Paint Effects"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
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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 (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
layout.prop(surface, "effect_ui", expand=True)
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if surface.effect_ui == 'SPREAD':
layout.prop(surface, "use_spread")
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row = layout.row()
row.active = surface.use_spread
row.prop(surface, "spread_speed")
row.prop(surface, "color_spread_speed")
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elif surface.effect_ui == 'DRIP':
layout.prop(surface, "use_drip")
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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)
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elif surface.effect_ui == 'SHRINK':
layout.prop(surface, "use_shrink")
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row = layout.row()
row.active = surface.use_shrink
row.prop(surface, "shrink_speed")
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class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Cache"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
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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
(not rd.use_game_engine))
def draw(self, context):
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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):
bl_label = "Dynamic Paint Source"
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
ob = context.object
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split = layout.split()
col = split.column()
col.prop(brush, "paint_source")
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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")
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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")
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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")
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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)
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class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Velocity"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
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split = layout.split()
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col = split.column()
col.prop(brush, "use_velocity_alpha")
col.prop(brush, "use_velocity_color")
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split.prop(brush, "use_velocity_depth")
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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()
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row = layout.row()
row.prop(brush, "use_smudge")
sub = row.row()
sub.active = brush.use_smudge
sub.prop(brush, "smudge_strength")
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class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Waves"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
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layout.prop(brush, "wave_type")
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if brush.wave_type != 'REFLECT':
row = layout.row()
row.prop(brush, "wave_factor")
row.prop(brush, "wave_clamp")
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def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.register_module(__name__)
if __name__ == "__main__":
register()