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.
331 lines
12 KiB
Python
331 lines
12 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 bpy.app.translations import contexts as i18n_contexts
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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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def physics_add(self, layout, md, name, type, typeicon, toggles):
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row = layout.row(align=True)
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if md:
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row.context_pointer_set("modifier", md)
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row.operator("object.modifier_remove", text=name, text_ctxt=i18n_contexts.default, icon='X')
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if toggles:
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row.prop(md, "show_render", text="")
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row.prop(md, "show_viewport", text="")
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else:
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row.operator("object.modifier_add", text=name, text_ctxt=i18n_contexts.default, icon=typeicon).type = type
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def physics_add_special(self, layout, data, name, addop, removeop, typeicon):
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row = layout.row(align=True)
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if data:
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row.operator(removeop, text=name, text_ctxt=i18n_contexts.default, icon='X')
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else:
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row.operator(addop, text=name, text_ctxt=i18n_contexts.default, icon=typeicon)
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class PHYSICS_PT_add(PhysicButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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def draw(self, context):
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obj = context.object
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layout = self.layout
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layout.label("Enable physics for:")
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split = layout.split()
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col = split.column()
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if obj.field.type == 'NONE':
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col.operator("object.forcefield_toggle", text="Force Field", icon='FORCE_FORCE')
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else:
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col.operator("object.forcefield_toggle", text="Force Field", icon='X')
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if obj.type == 'MESH':
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physics_add(self, col, context.collision, "Collision", 'COLLISION', 'MOD_PHYSICS', False)
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physics_add(self, col, context.cloth, "Cloth", 'CLOTH', 'MOD_CLOTH', True)
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physics_add(self, col, context.dynamic_paint, "Dynamic Paint", 'DYNAMIC_PAINT', 'MOD_DYNAMICPAINT', True)
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col = split.column()
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if obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE', 'FONT'}:
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physics_add(self, col, context.soft_body, "Soft Body", 'SOFT_BODY', 'MOD_SOFT', True)
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if obj.type == 'MESH':
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physics_add(self, col, context.fluid, "Fluid", 'FLUID_SIMULATION', 'MOD_FLUIDSIM', True)
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physics_add(self, col, context.smoke, "Smoke", 'SMOKE', 'MOD_SMOKE', True)
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physics_add_special(self, col, obj.rigid_body, "Rigid Body",
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"rigidbody.object_add",
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"rigidbody.object_remove",
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'MESH_ICOSPHERE') # XXX: need dedicated icon
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# all types of objects can have rigid body constraint
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physics_add_special(self, col, obj.rigid_body_constraint, "Rigid Body Constraint",
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"rigidbody.constraint_add",
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"rigidbody.constraint_remove",
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'CONSTRAINT') # RB_TODO needs better icon
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# cache-type can be 'PSYS' 'HAIR' 'SMOKE' etc.
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def point_cache_ui(self, context, cache, enabled, cachetype):
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layout = self.layout
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layout.context_pointer_set("point_cache", cache)
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if not cachetype == 'RIGID_BODY':
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row = layout.row()
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row.template_list("UI_UL_list", "point_caches", cache, "point_caches",
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cache.point_caches, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("ptcache.add", icon='ZOOMIN', text="")
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col.operator("ptcache.remove", icon='ZOOMOUT', text="")
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if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
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row = layout.row()
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row.prop(cache, "use_external")
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if cachetype == 'SMOKE':
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row.prop(cache, "use_library_path", "Use Lib Path")
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if cache.use_external:
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split = layout.split(percentage=0.35)
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col = split.column()
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col.label(text="Index Number:")
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col.label(text="File Path:")
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col = split.column()
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col.prop(cache, "index", text="")
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col.prop(cache, "filepath", text="")
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cache_info = cache.info
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if cache_info:
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col = layout.column()
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col.alignment = "RIGHT"
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col.label(text=cache_info)
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else:
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if cachetype in {'SMOKE', 'DYNAMIC_PAINT'}:
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if not bpy.data.is_saved:
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layout.label(text="Cache is disabled until the file is saved")
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layout.enabled = False
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if not cache.use_external or cachetype == 'SMOKE':
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col = layout.column(align=True)
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col.use_property_split = True
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if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
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col.enabled = enabled
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col.prop(cache, "frame_start", text="Simulation Start")
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col.prop(cache, "frame_end")
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if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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col.prop(cache, "frame_step")
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cache_info = cache.info
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if cachetype != 'SMOKE' and cache_info: # avoid empty space.
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col = layout.column(align=True)
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col.alignment = "RIGHT"
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col.label(text=cache_info)
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can_bake = True
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if cachetype not in {'SMOKE', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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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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flow.enabled = enabled and bpy.data.is_saved
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flow.use_property_split = True
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# NOTE: TODO temporarly used until the animate properties are properly skipped.
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flow.use_property_decorate = False # No animation (remove this later on)
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col = flow.column()
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col.prop(cache, "use_disk_cache")
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subcol = col.column()
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subcol.active = cache.use_disk_cache
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subcol.prop(cache, "use_library_path", "Use Lib Path")
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col = flow.column()
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col.enabled = enabled and bpy.data.is_saved
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col.active = cache.use_disk_cache
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col.prop(cache, "compression", text="Compression", expand=True)
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if cache.id_data.library and not cache.use_disk_cache:
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can_bake = False
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col = layout.column(align=True)
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col.alignment = "RIGHT"
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col.separator()
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col.label(text="Linked object baking requires Disk Cache to be enabled")
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else:
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layout.separator()
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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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col = flow.column()
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col.active = can_bake
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if cache.is_baked is True:
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col.operator("ptcache.free_bake", text="Free Bake")
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else:
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col.operator("ptcache.bake", text="Bake").bake = True
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sub = col.row()
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sub.enabled = (cache.is_frame_skip or cache.is_outdated) and enabled
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sub.operator("ptcache.bake", text="Calculate To Frame").bake = False
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sub = col.column()
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sub.enabled = enabled
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sub.operator("ptcache.bake_from_cache", text="Current Cache to Bake")
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col = flow.column()
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col.operator("ptcache.bake_all", text="Bake All Dynamics").bake = True
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col.operator("ptcache.free_bake_all", text="Free All Bakes")
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col.operator("ptcache.bake_all", text="Update All To Frame").bake = False
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def effector_weights_ui(self, context, weights, weight_type):
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layout = self.layout
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layout.use_property_split = True
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layout.prop(weights, "group")
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# NOTE: TODO temporarly used until the animate properties are properly skipped
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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=True, columns=0, even_columns=True, even_rows=False, align=True)
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col = flow.column()
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col.prop(weights, "gravity", slider=True)
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col.prop(weights, "all", slider=True)
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col.prop(weights, "force", slider=True)
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col.prop(weights, "vortex", slider=True)
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col = flow.column()
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col.prop(weights, "magnetic", slider=True)
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col.prop(weights, "harmonic", slider=True)
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col.prop(weights, "charge", slider=True)
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col.prop(weights, "lennardjones", slider=True)
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col = flow.column()
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col.prop(weights, "wind", slider=True)
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col.prop(weights, "curve_guide", slider=True)
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col.prop(weights, "texture", slider=True)
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if weight_type != 'SMOKE':
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col.prop(weights, "smokeflow", slider=True)
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col = flow.column()
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col.prop(weights, "turbulence", slider=True)
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col.prop(weights, "drag", slider=True)
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col.prop(weights, "boid", slider=True)
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def basic_force_field_settings_ui(self, context, field):
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layout = self.layout
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layout.use_property_split = True
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if not field or field.type == 'NONE':
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return
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col = layout.column()
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if field.type == 'DRAG':
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col.prop(field, "linear_drag", text="Linear")
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else:
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col.prop(field, "strength")
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if field.type == 'TURBULENCE':
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col.prop(field, "size")
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col.prop(field, "flow")
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elif field.type == 'HARMONIC':
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col.prop(field, "harmonic_damping", text="Damping")
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col.prop(field, "rest_length")
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elif field.type == 'VORTEX' and field.shape != 'POINT':
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col.prop(field, "inflow")
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elif field.type == 'DRAG':
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col.prop(field, "quadratic_drag", text="Quadratic")
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else:
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col.prop(field, "flow")
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col = layout.column()
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sub = col.column(align=True)
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sub.prop(field, "noise")
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sub.prop(field, "seed", text="Noise Seed")
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if field.type == 'TURBULENCE':
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col.prop(field, "use_global_coords", text="Global")
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elif field.type == 'HARMONIC':
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col.prop(field, "use_multiple_springs")
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if field.type == 'FORCE':
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col.prop(field, "use_gravity_falloff", text="Gravitation")
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col.prop(field, "apply_to_location", text="Affect Location")
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col.prop(field, "apply_to_rotation", text="Affect Rotation")
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col.prop(field, "use_absorption")
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def basic_force_field_falloff_ui(self, context, field):
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layout = self.layout
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if not field or field.type == 'NONE':
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return
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col = layout.column()
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col.prop(field, "z_direction")
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col.prop(field, "falloff_power", text="Power")
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split = layout.split()
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split.prop(field, "use_min_distance", text="Min Distance")
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sub = split.column(align=True)
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="")
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split = layout.split()
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split.prop(field, "use_max_distance", text="Max Distance")
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sub = split.column(align=True)
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text="")
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classes = (
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PHYSICS_PT_add,
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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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