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
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
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
return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.dynamic_paint)
class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint"
def draw(self, context):
layout = self.layout
md = context.dynamic_paint
ob = context.object
if md:
layout.prop(md, "ui_type", expand=True)
if (md.ui_type == "CANVAS"):
canvas = md.canvas_settings
if (not canvas):
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(canvas, "canvas_surfaces", canvas.canvas_surfaces, "active_index", rows=2)
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, "name")
layout.prop(surface, "surface_format", expand=False)
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")
col = split.column()
col.prop(surface, "frame_substeps")
elif (md.ui_type == "BRUSH"):
brush = md.brush_settings
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engine = context.scene.render.engine
if (not brush):
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, "absolute_alpha")
col.prop(brush, "paint_erase")
col.prop(brush, "paint_wetness", text="Wetness")
col = split.column()
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if (engine == 'BLENDER_RENDER'):
sub = col.column()
sub.active = (brush.paint_source != "PARTICLE_SYSTEM");
sub.prop(brush, "use_material")
if brush.use_material and brush.paint_source != "PARTICLE_SYSTEM" and (engine == 'BLENDER_RENDER'):
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")
class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint Advanced"
@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)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
layout.prop(surface, "surface_type", expand=False)
layout.separator()
# dissolve
if (surface.surface_type == "PAINT"):
split = layout.split(percentage=0.35)
col = split.column()
col.label(text="Wetmap drying:")
col = split.column()
split = col.split(percentage=0.7)
col = split.column()
col.prop(surface, "dry_speed", text="Time")
col = split.column()
col.prop(surface, "use_dry_log", text="Slow")
if (surface.surface_type != "WAVE"):
split = layout.split(percentage=0.35)
col = split.column()
if (surface.surface_type == "DISPLACE"):
col.prop(surface, "use_dissolve", text="Dissolve:")
elif (surface.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)
col = split.column()
col.prop(surface, "dissolve_speed", text="Time")
col = split.column()
col.prop(surface, "use_dissolve_log", text="Slow")
# per type settings
if (surface.surface_type == "DISPLACE"):
layout.prop(surface, "use_incremental_displace")
if (surface.surface_format == "VERTEX"):
split = layout.split()
col = split.column()
col.prop(surface, "depth_clamp")
col = split.column()
col.prop(surface, "displace_factor")
if (surface.surface_type == "WAVE"):
layout.prop(surface, "wave_open_borders")
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")
layout.separator()
layout.prop(surface, "brush_group", text="Brush Group")
class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint Output"
bl_options = {'DEFAULT_CLOSED'}
@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=="DISPLACE" or surface.surface_type=="WAVE")))
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
# vertex format outputs
if (surface.surface_format == "VERTEX"):
if (surface.surface_type == "PAINT"):
# toggle active preview
layout.prop(surface, "preview_id")
# paintmap output
row = layout.row()
row.prop_search(surface, "output_name", ob.data, "vertex_colors", text="Paintmap layer: ")
ic = 'ZOOMIN'
if (surface.output_exists(object=ob, index=0)):
ic = 'ZOOMOUT'
col = row.column(align=True)
col.operator("dpaint.output_toggle", icon=ic, text="").index = 0
# wetmap output
row = layout.row()
row.prop_search(surface, "output_name2", ob.data, "vertex_colors", text="Wetmap layer: ")
ic = 'ZOOMIN'
if (surface.output_exists(object=ob, index=1)):
ic = 'ZOOMOUT'
col = row.column(align=True)
col.operator("dpaint.output_toggle", icon=ic, text="").index = 1
if (surface.surface_type == "WEIGHT"):
row = layout.row()
row.prop_search(surface, "output_name", ob, "vertex_groups", text="Vertex Group: ")
ic = 'ZOOMIN'
if (surface.output_exists(object=ob, index=0)):
ic = 'ZOOMOUT'
col = row.column(align=True)
col.operator("dpaint.output_toggle", icon=ic, text="").index = 0
# image format outputs
if (surface.surface_format == "IMAGE"):
col = layout.column()
col.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
col.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV layer:")
layout.separator()
col.separator()
col = layout.column()
col.prop(surface, "image_output_path", text="")
split = layout.split()
col = split.column()
col.prop(surface, "image_fileformat", text="")
col = split.column()
col.prop(surface, "premultiply", text="Premultiply alpha")
col.separator()
if (surface.surface_type == "PAINT"):
split = layout.split(percentage=0.4)
col = split.column()
col.prop(surface, "do_output1", text="Paintmaps:")
sub = split.column()
sub.active = surface.do_output1
sub.prop(surface, "output_name", text="")
split = layout.split(percentage=0.4)
col = split.column()
col.prop(surface, "do_output2", text="Wetmaps:")
sub = split.column()
sub.active = surface.do_output2
sub.prop(surface, "output_name2", text="")
else:
col = layout.column()
col.prop(surface, "output_name", text="Filename: ")
if (surface.surface_type == "DISPLACE"):
col.prop(surface, "displace_type", text="Displace Type")
col.prop(surface, "depth_clamp")
if (surface.surface_type == "WAVE"):
col.prop(surface, "depth_clamp", text="Wave Clamp")
class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint Initial Color"
bl_options = {'DEFAULT_CLOSED'}
@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")
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)
layout.separator()
# dissolve
if (surface.init_color_type == "COLOR"):
layout.prop(surface, "init_color")
if (surface.init_color_type == "TEXTURE"):
layout.prop(surface, "init_texture")
layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Layer:")
if (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, bpy.types.Panel):
bl_label = "Dynamic Paint Effects"
bl_options = {'DEFAULT_CLOSED'}
@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")
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)
if surface.effect_ui == "SPREAD":
layout.prop(surface, "use_spread")
col = layout.column()
col.active = surface.use_spread
split = col.split()
sub = split.column()
sub.prop(surface, "spread_speed")
sub = split.column()
sub.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)
split = layout.split()
layout.label(text="Surface Movement:")
split = layout.split()
col = split.column()
col.prop(surface, "drip_velocity", slider=True)
col = split.column()
col.prop(surface, "drip_acceleration", slider=True)
elif surface.effect_ui == "SHRINK":
layout.prop(surface, "use_shrink")
col = layout.column()
col.active = surface.use_shrink
col.prop(surface, "shrink_speed")
class PHYSICS_PT_dp_cache(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint Cache"
bl_options = {'DEFAULT_CLOSED'}
@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.uses_cache)
def draw(self, context):
layout = self.layout
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, bpy.types.Panel):
bl_label = "Dynamic Paint Source"
@classmethod
def poll(cls, context):
md = context.dynamic_paint
return md and (md.ui_type == "BRUSH") and (md.brush_settings)
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 == 'DISTANCE':
sub.prop(brush, "proximity_project")
if brush.paint_source == "VOLUME_DISTANCE":
sub.prop(brush, "proximity_inverse")
sub = split.column()
if brush.paint_source == 'DISTANCE':
column = sub.column()
column.active = brush.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, "proximity_ramp_alpha", text="Only Use Alpha")
col.template_color_ramp(brush, "paint_ramp", expand=True)
class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint Velocity"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
return md and (md.ui_type == "BRUSH") and (md.brush_settings)
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, "velocity_alpha")
col.prop(brush, "velocity_color")
col = split.column()
col.prop(brush, "velocity_depth")
sub = layout.row().column()
sub.active = (brush.velocity_alpha or brush.velocity_color or brush.velocity_depth)
sub.prop(brush, "max_velocity")
sub.template_color_ramp(brush, "velocity_ramp", expand=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(brush, "do_smudge")
col = split.column()
col.active = brush.do_smudge
col.prop(brush, "smudge_strength")
class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, bpy.types.Panel):
bl_label = "Dynamic Paint Waves"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
return md and (md.ui_type == "BRUSH") and (md.brush_settings)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
ob = context.object
layout.prop(brush, "wave_type")
if (brush.wave_type != "REFLECT"):
split = layout.split(percentage=0.5)
col = split.column()
col.prop(brush, "wave_factor")
col = split.column()
col.prop(brush, "wave_clamp")
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.register_module(__name__)
if __name__ == "__main__":
register()