Files
test/release/scripts/ui/properties_world.py
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00

273 lines
7.9 KiB
Python

# ##### 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 rna_prop_ui import PropertyPanel
class WorldButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.world and context.scene.render.engine in cls.COMPAT_ENGINES)
class WORLD_PT_context_world(WorldButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
class WORLD_PT_preview(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.world) and (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_world(WorldButtonsPanel, bpy.types.Panel):
bl_label = "World"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.lighting
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_ambient_occlusion
split = layout.split()
split.prop(light, "ao_factor", text="Factor")
split.prop(light, "ao_blend_type", text="")
class WORLD_PT_environment_lighting(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Environment Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
light = context.world.lighting
self.layout.prop(light, "use_environment_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_environment_light
split = layout.split()
split.prop(light, "environment_energy", text="Energy")
split.prop(light, "environment_color", text="")
class WORLD_PT_indirect_lighting(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Indirect Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
light = getattr(context.world, "lighting", None)
return light and light.gather_method == 'APPROXIMATE'
def draw_header(self, context):
light = context.world.lighting
self.layout.prop(light, "use_indirect_light", text="")
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_indirect_light
split = layout.split()
split.prop(light, "indirect_factor", text="Factor")
split.prop(light, "indirect_bounces", text="Bounces")
class WORLD_PT_gather(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Gather"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
light = context.world.lighting
layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light
layout.prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if light.gather_method == 'RAYTRACE':
col.prop(light, "distance")
col.prop(light, "falloff")
sub = col.row()
sub.active = light.falloff
sub.prop(light, "falloff_strength", text="Strength")
if light.gather_method == 'RAYTRACE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "sample_method", text="")
sub = col.column()
sub.prop(light, "samples")
if light.sample_method == 'ADAPTIVE_QMC':
sub.prop(light, "threshold")
sub.prop(light, "adapt_to_speed", slider=True)
elif light.sample_method == 'CONSTANT_JITTERED':
sub.prop(light, "bias")
if light.gather_method == 'APPROXIMATE':
col = split.column()
col.label(text="Sampling:")
col.prop(light, "passes")
col.prop(light, "error_threshold", text="Error")
col.prop(light, "use_cache")
col.prop(light, "correction")
class WORLD_PT_mist(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Mist"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist, "intensity", slider=True)
col.prop(world.mist, "start")
col = split.column()
col.prop(world.mist, "depth")
col.prop(world.mist, "height")
layout.prop(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Stars"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.stars, "use_stars", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.stars.use_stars
split = layout.split()
col = split.column()
col.prop(world.stars, "size")
col.prop(world.stars, "color_random", text="Colors")
col = split.column()
col.prop(world.stars, "distance_min", text="Min. Dist")
col.prop(world.stars, "average_separation", text="Separation")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "world"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()