This is intended for quick renders for previsualization, animation previews or sequencer previews. It provides the same settings as found in the 3D view Shading popover in solid display mode, but in the scene render properties. The "Workbench" engine was removed, and this name no longer appears in the user interface, it's purely an internal name. We might come up with a better name for this OpenGL engine still, but it's good to be consistent with the OpenGL Render operator name since this has a similar purpose.
285 lines
9.0 KiB
Python
285 lines
9.0 KiB
Python
# ##### 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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#
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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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#
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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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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel
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from .properties_physics_common import (
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basic_force_field_settings_ui,
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basic_force_field_falloff_ui,
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)
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class PhysicButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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return (context.object) and (context.engine in cls.COMPAT_ENGINES)
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class PHYSICS_PT_field(PhysicButtonsPanel, Panel):
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bl_label = "Force Fields"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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if not ob:
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return False
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return (context.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type != 'NONE')
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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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ob = context.object
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field = ob.field
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layout.prop(field, "type")
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if field.type not in {'NONE', 'GUIDE', 'TEXTURE'}:
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layout.prop(field, "shape", text="Shape")
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elif field.type == 'TEXTURE':
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layout.row().template_ID(field, "texture", new="texture.new")
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if field.type == 'NONE':
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return # nothing to draw
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elif field.type == 'GUIDE':
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col = layout.column()
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col.prop(field, "guide_minimum")
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col.prop(field, "guide_free")
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col.prop(field, "falloff_power")
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col.prop(field, "use_guide_path_add")
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col.prop(field, "use_guide_path_weight")
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col.label(text="Clumping")
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col.prop(field, "guide_clump_amount")
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col.prop(field, "guide_clump_shape")
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col.prop(field, "use_max_distance")
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sub = col.column()
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max")
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layout.separator()
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layout.prop(field, "guide_kink_type")
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if field.guide_kink_type != 'NONE':
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layout.prop(field, "guide_kink_axis")
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col = layout.column()
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col.prop(field, "guide_kink_frequency")
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col.prop(field, "guide_kink_shape")
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col.prop(field, "guide_kink_amplitude")
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elif field.type == 'TEXTURE':
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col = layout.column()
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col.prop(field, "strength")
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col.prop(field, "texture_mode")
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col.prop(field, "texture_nabla")
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col.prop(field, "use_object_coords")
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col.prop(field, "use_2d_force")
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elif field.type == 'SMOKE_FLOW':
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col = layout.column()
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col.prop(field, "strength")
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col.prop(field, "flow")
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col.prop(field, "source_object")
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col.prop(field, "use_smoke_density")
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else:
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basic_force_field_settings_ui(self, context, field)
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class PHYSICS_PT_field_falloff(PhysicButtonsPanel, Panel):
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bl_label = "Falloff"
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bl_parent_id = "PHYSICS_PT_field"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (context.engine in cls.COMPAT_ENGINES) and (ob.field) and (ob.field.type not in {'NONE', 'GUIDE'})
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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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ob = context.object
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field = ob.field
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layout.prop(field, "falloff_type", text="Shape")
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basic_force_field_falloff_ui(self, context, field)
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if field.falloff_type == 'CONE':
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layout.separator()
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col = layout.column()
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col.prop(field, "radial_falloff", text="Power")
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col.label(text="Angular")
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col.prop(field, "use_radial_min", text="Use Min Angle")
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sub = col.column()
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sub.active = field.use_radial_min
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sub.prop(field, "radial_min", text="Min Angle")
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col.prop(field, "use_radial_max", text="Use Max Angle")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Max Angle")
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elif field.falloff_type == 'TUBE':
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layout.separator()
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col = layout.column()
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col.prop(field, "radial_falloff", text="Power")
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col.label(text="Radial")
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col.prop(field, "use_radial_min", text="Use Minimum")
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sub = col.column()
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sub.active = field.use_radial_min
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sub.prop(field, "radial_min", text="Distance")
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col.prop(field, "use_radial_max", text="Use Maximum")
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sub = col.column()
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sub.active = field.use_radial_max
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sub.prop(field, "radial_max", text="Distance")
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class PHYSICS_PT_collision(PhysicButtonsPanel, Panel):
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bl_label = "Collision"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
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def draw(self, context):
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layout = self.layout
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md = context.collision
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split = layout.split()
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layout.use_property_split = True
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coll = md.settings
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if coll:
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settings = context.object.collision
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layout.active = settings.use
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col = layout.column()
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col.prop(settings, "absorption", text="Force Field Absorption")
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class PHYSICS_PT_collision_particle(PhysicButtonsPanel, Panel):
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bl_label = "Particle"
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bl_parent_id = "PHYSICS_PT_collision"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
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def draw(self, context):
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layout = self.layout
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md = context.collision
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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coll = md.settings
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if coll:
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settings = context.object.collision
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layout.active = settings.use
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col = flow.column()
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col.prop(settings, "permeability", slider=True)
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col.prop(settings, "stickiness")
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col = flow.column()
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col.prop(settings, "use_particle_kill")
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col = flow.column()
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sub = col.column(align=True)
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sub.prop(settings, "damping_factor", text="Damping", slider=True)
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sub.prop(settings, "damping_random", text="Randomize", slider=True)
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col = flow.column()
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sub = col.column(align=True)
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sub.prop(settings, "friction_factor", text="Friction", slider=True)
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sub.prop(settings, "friction_random", text="Randomize", slider=True)
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class PHYSICS_PT_collision_softbody(PhysicButtonsPanel, Panel):
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bl_label = "Softbody"
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bl_parent_id = "PHYSICS_PT_collision"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.type == 'MESH') and (context.engine in cls.COMPAT_ENGINES) and (context.collision)
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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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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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md = context.collision
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coll = md.settings
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if coll:
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settings = context.object.collision
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layout.active = settings.use
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col = flow.column()
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col.prop(settings, "damping", text="Damping", slider=True)
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col = flow.column()
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col.prop(settings, "thickness_outer", text="Thickness Outer", slider=True)
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col.prop(settings, "thickness_inner", text="Inner", slider=True)
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classes = (
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PHYSICS_PT_field,
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PHYSICS_PT_field_falloff,
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PHYSICS_PT_collision,
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PHYSICS_PT_collision_particle,
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PHYSICS_PT_collision_softbody,
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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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