2009-11-01 15:21:20 +00:00
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# ##### 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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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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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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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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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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2010-02-12 13:34:04 +00:00
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-01 15:21:20 +00:00
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#
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# ##### END GPL LICENSE BLOCK #####
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2009-10-31 20:16:59 +00:00
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2009-10-31 23:35:56 +00:00
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# <pep8 compliant>
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2009-04-15 15:10:31 +00:00
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import bpy
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2011-09-22 19:50:41 +00:00
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from bpy.types import Panel
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2010-01-08 08:54:41 +00:00
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from rna_prop_ui import PropertyPanel
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2009-11-14 13:35:44 +00:00
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2011-09-20 18:29:19 +00:00
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2010-08-02 02:55:12 +00:00
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class SceneButtonsPanel():
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2009-10-31 19:31:45 +00:00
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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2010-08-09 01:37:09 +00:00
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@classmethod
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def poll(cls, context):
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Cucumber, first batch of merge - UI changes and custom exit key
---------------------------------------------------------------
This was a test drive to see how painful the merge will be.
Next batches are:
- use desktop option for fullscreen
- multisampling option
- bullet collision mask
- python
- storage (vbo, dl, ...)
- lighting
[lighting still needs review]
[python could use review, although it should be straightforward]
[storage should be tested more I think]
Merged /branches/soc-2011-cucumber:r
36991,37059,37157,37416,37497-37499,37501,37522,39036,40593
36991:
==UI==
* Made some options available in Blender Game that were only available in Blender Render (camera resolution, animation fps)
* Created a panel for the embedded player
* Renamed the FPS option for the standalone player to Refresh Rate
* Moved framing options to display
* Made a button to launch the blender player from within blender (only tested on windows for now)
37059:
==UI==
* Added the option to change the exit key for the BGE. The UI currently just sets a number, and this feature most likely does not work for blenderplayer yet. More work on this to come.
* Removed the physics settings from the scene panel for the BGE.
* Added an Add menu in the logic brick header.
37157:
Making the bake options available in Blender Game
37416:
Making the exit key UI element accept key presses instead of numbers. It still does not work for the Blenderplayer, and it does not limit the input to key presses (other events don't work for exiting)
37497:
Some more work on getting the exit key to work in the Blenderplayer.
Input is now restricted to keyboard events only for the exit key UI.
37498:
Some clean up from the last commit.
The exit key setting affects the Blenderplayer now.
37499:
Cleaning up some duplicate code. Now the reverseTranslateTable for converting blender key codes to ketsji key codes is only defined in BL_BlenderDataConverter.
37501:
Centralizing the exit key methods to the keyboard devices. This should make it easier to get exit key control to the python API.
[37517: committed previously]
37522:
Moved control of the exit key away from the keyboard devices, and moved it to ketsjiengine.
Added setExitKey and getExitKey to the python API
39036:
A couple of the doversions were in the wrong spot. This should fix some issues with the exit key not being set.
[not committed entirely, see below]]
40552: space_logic.py (* fixed an error in space_logic.py *)
40593:
launch blenderplayer from ui not working in OSX fix - by Daniel Stokes and me
########################################################
code left behind (to be included in next commit):
########################################################
{
/* Initialize default values for collision masks */
Object *ob;
for(ob=main->object.first; ob; ob=ob->id.next)
ob->col_group = ob->col_mask = 1;
}
2011-12-20 03:11:56 +00:00
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rd = context.scene.render
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return context.scene and (rd.engine in cls.COMPAT_ENGINES)
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2009-10-03 04:21:38 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Scene"
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2011-12-20 07:39:30 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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2009-11-14 13:35:44 +00:00
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2010-08-06 15:17:44 +00:00
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layout.prop(scene, "camera")
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2011-09-21 15:18:38 +00:00
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layout.prop(scene, "background_set", text="Background")
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2011-11-07 14:34:56 +00:00
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layout.prop(scene, "active_clip", text="Active Clip")
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2.5: Render
* UI layout for scene buttons has quite some changes, I tried to
better organize things according to the pipeline, and also showing
important properties by default, and collapsing less important ones.
Some changes compared to 2.4x:
* Panorama is now a Camera property.
* Sequence and Compositing are now enabled by default, but will only
do something when there is a node tree using nodes, or a strip in the
sequence editor.
* Enabling Full Sample now automatically enables Save Buffers too.
* Stamp option to include info in file is removed, it now simply always
does this if one of the stamp infos is enabled.
* Xvid, H.264 and Ogg Theora are now directly in the file format menu,
but still using FFMPEG. Unfortunately Ogg is broken at the moment
(also in 2.4x), so that's disabled. And Xvid crashes on 64bit linux,
maybe solvable by upgrading extern/xvidcore/, using ubuntu libs makes
it work.
* Organized file format menu by image/movie types.
Added:
* Render layers RNA wrapped, operatorized, layouted.
* FFMPEG format/codec options are now working.
Defaults changed:
* Compositing & Sequencer enabled.
* Tiles set to 8x8.
* Time/Date/Frame/Scene/Camera/Filename enabled for stamp.
2009-07-13 19:09:13 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-16 14:11:58 +00:00
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Audio"
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = context.scene.render
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2012-01-13 12:34:41 +00:00
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ffmpeg = rd.ffmpeg
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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2011-09-21 15:18:38 +00:00
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col.label("Listener:")
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2011-08-01 11:44:20 +00:00
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col.prop(scene, "audio_distance_model", text="")
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2011-09-21 15:18:38 +00:00
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col.prop(scene, "audio_doppler_speed", text="Speed")
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col.prop(scene, "audio_doppler_factor", text="Doppler")
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2011-08-01 11:44:20 +00:00
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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col = split.column()
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2011-09-21 15:18:38 +00:00
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col.label("Format:")
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2012-01-13 12:34:41 +00:00
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col.prop(ffmpeg, "audio_channels", text="")
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col.prop(ffmpeg, "audio_mixrate", text="Rate")
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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2011-08-06 17:57:20 +00:00
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layout.operator("sound.mixdown")
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Units"
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2011-12-20 07:39:30 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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col = layout.column()
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2009-11-23 00:27:30 +00:00
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col.row().prop(unit, "system", expand=True)
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2010-11-18 14:10:09 +00:00
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col.row().prop(unit, "system_rotation", expand=True)
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2009-10-31 19:31:45 +00:00
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2011-02-26 16:04:14 +00:00
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row = layout.row()
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row.active = (unit.system != 'NONE')
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2011-09-21 15:18:38 +00:00
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row.prop(unit, "scale_length", text="Scale")
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2011-02-26 16:04:14 +00:00
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row.prop(unit, "use_separate")
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2010-01-31 14:46:28 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Keying Sets"
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2011-12-20 07:39:30 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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row = layout.row()
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col = row.column()
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2010-08-24 04:02:50 +00:00
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col.template_list(scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
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2009-10-31 19:31:45 +00:00
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col = row.column(align=True)
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2009-12-10 10:23:53 +00:00
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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2009-10-31 19:31:45 +00:00
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2010-08-23 22:16:45 +00:00
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ks = scene.keying_sets.active
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2010-08-18 07:14:10 +00:00
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if ks and ks.is_path_absolute:
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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col = row.column()
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2012-03-08 14:04:06 +00:00
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col.prop(ks, "bl_label")
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col.prop(ks, "bl_description")
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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2011-10-23 00:53:50 +00:00
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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2009-10-31 19:31:45 +00:00
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2010-08-06 15:17:44 +00:00
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col = row.column()
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2011-09-21 15:18:38 +00:00
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col.label(text="Keyframing Settings:")
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2010-09-23 08:15:53 +00:00
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col.prop(ks, "bl_options")
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2009-10-31 19:31:45 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Active Keying Set"
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2011-12-20 07:39:30 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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2010-08-09 01:37:09 +00:00
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@classmethod
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def poll(cls, context):
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2010-08-23 22:16:45 +00:00
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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2010-08-23 22:16:45 +00:00
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ks = scene.keying_sets.active
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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2011-09-21 15:18:38 +00:00
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row.label(text="Paths:")
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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col = row.column()
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2010-08-24 04:02:50 +00:00
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col.template_list(ks, "paths", ks.paths, "active_index", rows=2)
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2009-10-31 19:31:45 +00:00
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col = row.column(align=True)
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2009-12-10 10:23:53 +00:00
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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2009-10-31 19:31:45 +00:00
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2010-08-23 22:16:45 +00:00
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ksp = ks.paths.active
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2009-10-31 19:31:45 +00:00
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if ksp:
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col = layout.column()
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2011-09-21 15:18:38 +00:00
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col.label(text="Target:")
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2009-10-31 19:31:45 +00:00
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col.template_any_ID(ksp, "id", "id_type")
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2009-12-10 22:23:09 +00:00
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col.template_path_builder(ksp, "data_path", ksp.id)
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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col = row.column()
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2011-09-21 15:18:38 +00:00
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col.label(text="Array Target:")
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2010-08-18 08:58:37 +00:00
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col.prop(ksp, "use_entire_array")
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if ksp.use_entire_array is False:
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2009-11-23 00:27:30 +00:00
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col.prop(ksp, "array_index")
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2009-10-31 19:31:45 +00:00
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2010-08-06 15:17:44 +00:00
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col = row.column()
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2011-09-21 15:18:38 +00:00
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col.label(text="F-Curve Grouping:")
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2010-08-18 07:14:10 +00:00
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col.prop(ksp, "group_method")
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if ksp.group_method == 'NAMED':
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2009-11-23 00:27:30 +00:00
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col.prop(ksp, "group")
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2010-04-04 14:52:15 +00:00
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2010-09-24 03:42:19 +00:00
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col.prop(ksp, "bl_options")
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2009-08-13 07:37:41 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Gravity"
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2009-12-13 16:20:18 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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2009-10-31 19:31:45 +00:00
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def draw_header(self, context):
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2009-11-23 00:27:30 +00:00
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self.layout.prop(context.scene, "use_gravity", text="")
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2009-08-13 07:37:41 +00:00
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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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 :).
2009-09-30 22:10:14 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
scene = context.scene
|
2009-11-14 13:35:44 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
layout.active = scene.use_gravity
|
2009-11-14 13:35:44 +00:00
|
|
|
|
2010-08-06 15:17:44 +00:00
|
|
|
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 :).
2009-09-30 22:10:14 +00:00
|
|
|
|
2010-01-31 14:46:28 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class SCENE_PT_simplify(SceneButtonsPanel, Panel):
|
2011-09-15 13:20:18 +00:00
|
|
|
bl_label = "Simplify"
|
2011-12-20 07:39:30 +00:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
2010-01-25 11:39:56 +00:00
|
|
|
|
|
|
|
def draw_header(self, context):
|
2011-11-20 00:32:39 +00:00
|
|
|
rd = context.scene.render
|
2010-01-25 11:39:56 +00:00
|
|
|
self.layout.prop(rd, "use_simplify", text="")
|
2010-01-31 14:46:28 +00:00
|
|
|
|
2010-01-25 11:39:56 +00:00
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
2011-11-20 00:32:39 +00:00
|
|
|
|
|
|
|
rd = context.scene.render
|
2010-01-25 11:39:56 +00:00
|
|
|
|
|
|
|
layout.active = rd.use_simplify
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
2011-09-21 15:18:38 +00:00
|
|
|
col.prop(rd, "simplify_subdivision", text="Subdivision")
|
|
|
|
col.prop(rd, "simplify_child_particles", text="Child Particles")
|
2010-02-22 23:32:58 +00:00
|
|
|
|
2010-08-18 04:10:23 +00:00
|
|
|
col.prop(rd, "use_simplify_triangulate")
|
2010-01-25 11:39:56 +00:00
|
|
|
|
2010-08-06 15:17:44 +00:00
|
|
|
col = split.column()
|
2011-09-21 15:18:38 +00:00
|
|
|
col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
|
|
|
|
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
|
2010-01-08 08:54:41 +00:00
|
|
|
|
2010-02-01 01:08:45 +00:00
|
|
|
|
2011-08-12 06:57:00 +00:00
|
|
|
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
|
2010-08-12 19:36:10 +00:00
|
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
_context_path = "scene"
|
2010-12-17 10:33:28 +00:00
|
|
|
_property_type = bpy.types.Scene
|
2010-08-12 19:36:10 +00:00
|
|
|
|
2011-04-04 10:13:04 +00:00
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
|
|
bpy.utils.register_module(__name__)
|