Add Scene and View Layer selectors to the Scene and View Layer tabs in the Properties Editor, matching the existing controls in the topbar. See PR for details and screenshots. Pull Request: https://projects.blender.org/blender/blender/pulls/143266
496 lines
14 KiB
Python
496 lines
14 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import (
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Panel,
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UIList,
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)
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from rna_prop_ui import PropertyPanel
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from bl_ui.space_properties import PropertiesAnimationMixin
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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from bpy.app.translations import pgettext_iface as iface_
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class SCENE_UL_keying_set_paths(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, bpy.types.KeyingSetPath)
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kspath = item
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icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
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# Do not make this one editable in uiList for now...
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layout.label(text=kspath.data_path, translate=False, icon_value=icon)
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class SceneButtonsPanel:
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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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class SCENE_PT_context_scene(SceneButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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window = context.window
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layout.template_ID(window, "scene", new="scene.new", unlink="scene.delete")
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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bl_label = "Scene"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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layout.prop(scene, "camera")
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layout.prop(scene, "background_set")
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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bl_label = "Units"
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bl_options = {'DEFAULT_CLOSED'}
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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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layout.use_property_split = True
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layout.use_property_decorate = False
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layout.prop(unit, "system")
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col = layout.column()
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col.enabled = unit.system != 'NONE'
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col.prop(unit, "scale_length")
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col.prop(unit, "use_separate")
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col = layout.column()
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col.prop(unit, "system_rotation", text="Rotation")
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subcol = col.column()
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subcol.enabled = unit.system != 'NONE'
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subcol.prop(unit, "length_unit", text="Length")
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subcol.prop(unit, "mass_unit", text="Mass")
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subcol.prop(unit, "time_unit", text="Time")
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subcol.prop(unit, "temperature_unit", text="Temperature")
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class SceneKeyingSetsPanel:
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@staticmethod
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def draw_keyframing_settings(context, layout, ks, ksp):
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SceneKeyingSetsPanel._draw_keyframing_setting(
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context, layout, ks, ksp, iface_("Needed"),
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"use_insertkey_override_needed", "use_insertkey_needed",
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userpref_fallback="use_auto_keyframe_insert_needed",
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)
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SceneKeyingSetsPanel._draw_keyframing_setting(
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context, layout, ks, ksp, iface_("Visual"),
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"use_insertkey_override_visual", "use_insertkey_visual",
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userpref_fallback="use_visual_keying",
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)
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@staticmethod
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def _draw_keyframing_setting(context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
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if ksp:
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item = ksp
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if getattr(ks, toggle_prop):
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owner = ks
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propname = prop
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else:
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owner = context.preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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else:
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item = ks
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owner = context.preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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row = layout.row(align=True)
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subrow = row.row(align=True)
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subrow.active = getattr(item, toggle_prop)
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if subrow.active:
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subrow.prop(item, prop, text=label)
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else:
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subrow.prop(owner, propname, text=label)
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row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
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class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Keying Sets"
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bl_options = {'DEFAULT_CLOSED'}
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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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col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ADD', text="")
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col.operator("anim.keying_set_remove", icon='REMOVE', text="")
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
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ks = scene.keying_sets.active
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if ks and ks.is_path_absolute:
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col = flow.column()
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col.prop(ks, "bl_description")
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subcol = flow.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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class SCENE_PT_keyframing_settings(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Keyframing Settings"
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bl_parent_id = "SCENE_PT_keying_sets"
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@classmethod
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def poll(cls, context):
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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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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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ks = scene.keying_sets.active
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
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col = flow.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text="General Override")
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self.draw_keyframing_settings(context, col, ks, None)
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ksp = ks.paths.active
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if ksp:
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col.separator()
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col = flow.column(align=True)
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col.alignment = 'RIGHT'
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col.label(text="Active Set Override")
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self.draw_keyframing_settings(context, col, ks, ksp)
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Active Keying Set"
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bl_parent_id = "SCENE_PT_keying_sets"
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@classmethod
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def poll(cls, context):
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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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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ks = scene.keying_sets.active
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ADD', text="")
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col.operator("anim.keying_set_path_remove", icon='REMOVE', text="")
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# TODO: 1) the template_any_ID needs to be fixed for the text alignment.
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# 2) use_property_decorate has to properly skip the non animatable properties.
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# Properties affected with needless draw:
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# group_method, template_any_ID drop-down, use_entire_array.
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation (remove this later on).
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
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ksp = ks.paths.active
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if ksp:
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col = flow.column(align=True)
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col.alignment = 'RIGHT'
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col.template_any_ID(ksp, "id", "id_type", text="Target ID-Block")
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col.separator()
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col.template_path_builder(ksp, "data_path", ksp.id, text="Data Path")
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col = flow.column()
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col.prop(ksp, "use_entire_array", text="Array All Items")
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if not ksp.use_entire_array:
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col.prop(ksp, "array_index", text="Index")
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col.separator()
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col.prop(ksp, "group_method", text="F-Curve Grouping")
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if ksp.group_method == 'NAMED':
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col.prop(ksp, "group")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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bl_label = "Audio"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(scene, "audio_volume")
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col.separator()
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col = col.column(align=True)
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col.prop(scene, "audio_distance_model")
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col.prop(scene, "audio_doppler_speed", text="Doppler Speed")
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col.prop(scene, "audio_doppler_factor", text="Doppler Factor")
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col.separator()
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layout.operator("sound.bake_animation")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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bl_label = "Gravity"
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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layout.active = scene.use_gravity
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layout.prop(scene, "gravity")
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class SCENE_PT_simulation(SceneButtonsPanel, Panel):
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bl_label = "Simulation"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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col = layout.column()
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col.prop(scene, "use_custom_simulation_range", text="Simulation Range")
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subcol = col.column(align=True)
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subcol.active = scene.use_custom_simulation_range
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subcol.prop(scene, "simulation_frame_start", text="Start")
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subcol.prop(scene, "simulation_frame_end", text="End")
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class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body World"
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw is not None:
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self.layout.prop(rbw, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw is None:
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layout.operator("rigidbody.world_add")
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else:
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layout.operator("rigidbody.world_remove")
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class RigidBodySubPanel(SceneButtonsPanel):
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bl_parent_id = "SCENE_PT_rigid_body_world"
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and scene.rigidbody_world
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class SCENE_PT_rigid_body_world_settings(RigidBodySubPanel, Panel):
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bl_label = "Settings"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw:
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.active = rbw.enabled
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col = col.column()
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col.prop(rbw, "collection")
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col.prop(rbw, "constraints")
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col = col.column()
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col.prop(rbw, "time_scale", text="Speed")
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col = flow.column()
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col.active = rbw.enabled
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col.prop(rbw, "use_split_impulse")
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col = col.column()
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col.prop(rbw, "substeps_per_frame")
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col.prop(rbw, "solver_iterations")
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class SCENE_PT_rigid_body_cache(RigidBodySubPanel, Panel):
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bl_label = "Cache"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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point_cache_ui(self, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
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class SCENE_PT_rigid_body_field_weights(RigidBodySubPanel, Panel):
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bl_label = "Field Weights"
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bl_parent_id = "SCENE_PT_rigid_body_world"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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effector_weights_ui(self, rbw.effector_weights, 'RIGID_BODY')
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class SCENE_PT_eevee_light_probes(SceneButtonsPanel, Panel):
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bl_label = "Light Probes"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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# TODO(fclem): Move to probe
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col.prop(props, "gi_cubemap_resolution", text="Spheres Resolution")
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row = col.row(align=True)
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row.operator("object.lightprobe_cache_bake", text="Bake All Light Probe Volumes").subset = 'ALL'
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row.operator("object.lightprobe_cache_free", text="", icon='TRASH').subset = 'ALL'
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class SCENE_PT_animation(SceneButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
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_animated_id_context_property = "scene"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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col = layout.column(align=True)
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col.label(text="Scene")
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self.draw_action_and_slot_selector(context, col, scene)
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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_context_path = "scene"
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_property_type = bpy.types.Scene
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classes = (
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SCENE_UL_keying_set_paths,
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SCENE_PT_context_scene,
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SCENE_PT_scene,
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SCENE_PT_unit,
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SCENE_PT_physics,
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SCENE_PT_simulation,
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SCENE_PT_keying_sets,
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SCENE_PT_keying_set_paths,
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SCENE_PT_keyframing_settings,
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SCENE_PT_audio,
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SCENE_PT_rigid_body_world,
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SCENE_PT_rigid_body_world_settings,
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SCENE_PT_rigid_body_cache,
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SCENE_PT_rigid_body_field_weights,
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SCENE_PT_eevee_light_probes,
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SCENE_PT_animation,
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SCENE_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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