Files
test/scripts/startup/bl_ui/properties_scene.py
Jacques Lucke ad169ba67a Geometry Nodes: support baking individual simulations
Previously, it was only possible to bake all simulations at once. This is great
for simple use-cases that, but in more complex setups one can have independent
simulations that should also be baked independently. This patch allows baking
individual simulation zones.

Furthermore, each simulation zone can now also have its own bake path and
simulation frame range. By default the simulation frame range is the scene frame
range, but it can also be customized on the scene or simulation zone level. The
bake path is generated based on the modifier bake path by default, but can be
set to another absolute or relative (to the .blend file) path.

The timeline drawing has been modified as well to be able to show more information
in the case when some simulations are baked and others are not. Instead of showing
a line for every simulation, it shows a condensed view of the important information
using at most two lines:
Is something baked? Is something valid or invalid? Also see #112232.

Pull Request: https://projects.blender.org/blender/blender/pulls/112723
2023-09-26 20:30:46 +02:00

446 lines
13 KiB
Python

# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import (
Panel,
UIList,
)
from rna_prop_ui import PropertyPanel
from bl_ui.properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
from bpy.app.translations import pgettext_iface as iface_
class SCENE_UL_keying_set_paths(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
# assert(isinstance(item, bpy.types.KeyingSetPath)
kspath = item
icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# Do not make this one editable in uiList for now...
layout.label(text=kspath.data_path, translate=False, icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class SceneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
class SCENE_PT_scene(SceneButtonsPanel, Panel):
bl_label = "Scene"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
layout.prop(scene, "camera")
layout.prop(scene, "background_set")
layout.prop(scene, "active_clip", text="Active Clip")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
bl_label = "Units"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(unit, "system")
col = layout.column()
col.enabled = unit.system != 'NONE'
col.prop(unit, "scale_length")
col.prop(unit, "use_separate")
col = layout.column()
col.prop(unit, "system_rotation", text="Rotation")
subcol = col.column()
subcol.enabled = unit.system != 'NONE'
subcol.prop(unit, "length_unit", text="Length")
subcol.prop(unit, "mass_unit", text="Mass")
subcol.prop(unit, "time_unit", text="Time")
subcol.prop(unit, "temperature_unit", text="Temperature")
class SceneKeyingSetsPanel:
@staticmethod
def draw_keyframing_settings(context, layout, ks, ksp):
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, iface_("Needed"),
"use_insertkey_override_needed", "use_insertkey_needed",
userpref_fallback="use_keyframe_insert_needed",
)
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, iface_("Visual"),
"use_insertkey_override_visual", "use_insertkey_visual",
userpref_fallback="use_visual_keying",
)
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, iface_("XYZ to RGB"),
"use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb",
)
@staticmethod
def _draw_keyframing_setting(context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
if ksp:
item = ksp
if getattr(ks, toggle_prop):
owner = ks
propname = prop
else:
owner = context.preferences.edit
if userpref_fallback:
propname = userpref_fallback
else:
propname = prop
else:
item = ks
owner = context.preferences.edit
if userpref_fallback:
propname = userpref_fallback
else:
propname = prop
row = layout.row(align=True)
subrow = row.row(align=True)
subrow.active = getattr(item, toggle_prop)
if subrow.active:
subrow.prop(item, prop, text=label)
else:
subrow.prop(owner, propname, text=label)
row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Keying Sets"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ADD', text="")
col.operator("anim.keying_set_remove", icon='REMOVE', text="")
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=False)
ks = scene.keying_sets.active
if ks and ks.is_path_absolute:
col = flow.column()
col.prop(ks, "bl_description")
subcol = flow.column()
subcol.operator_context = 'INVOKE_DEFAULT'
subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
class SCENE_PT_keyframing_settings(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Keyframing Settings"
bl_parent_id = "SCENE_PT_keying_sets"
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
ks = scene.keying_sets.active
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column(align=True)
col.alignment = 'RIGHT'
col.label(text="General Override")
self.draw_keyframing_settings(context, col, ks, None)
ksp = ks.paths.active
if ksp:
col.separator()
col = flow.column(align=True)
col.alignment = 'RIGHT'
col.label(text="Active Set Override")
self.draw_keyframing_settings(context, col, ks, ksp)
class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
bl_label = "Active Keying Set"
bl_parent_id = "SCENE_PT_keying_sets"
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.keying_sets.active
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ADD', text="")
col.operator("anim.keying_set_path_remove", icon='REMOVE', text="")
# TODO: 1) the template_any_ID needs to be fixed for the text alignment.
# 2) use_property_decorate has to properly skip the non animatable properties.
# Properties affected with needless draw:
# group_method, template_any_ID drop-down, use_entire_array.
layout.use_property_split = True
layout.use_property_decorate = False # No animation (remove this later on).
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
ksp = ks.paths.active
if ksp:
col = flow.column(align=True)
col.alignment = 'RIGHT'
col.template_any_ID(ksp, "id", "id_type", text="Target ID-Block")
col.separator()
col.template_path_builder(ksp, "data_path", ksp.id, text="Data Path")
col = flow.column()
col.prop(ksp, "use_entire_array", text="Array All Items")
if not ksp.use_entire_array:
col.prop(ksp, "array_index", text="Index")
col.separator()
col.prop(ksp, "group_method", text="F-Curve Grouping")
if ksp.group_method == 'NAMED':
col.prop(ksp, "group")
class SCENE_PT_audio(SceneButtonsPanel, Panel):
bl_label = "Audio"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.prop(scene, "audio_volume")
col.separator()
col = col.column(align=True)
col.prop(scene, "audio_distance_model")
col.prop(scene, "audio_doppler_speed", text="Doppler Speed")
col.prop(scene, "audio_doppler_factor", text="Doppler Factor")
col.separator()
layout.operator("sound.bake_animation")
class SCENE_PT_physics(SceneButtonsPanel, Panel):
bl_label = "Gravity"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
layout.active = scene.use_gravity
layout.prop(scene, "gravity")
class SCENE_PT_simulation(SceneButtonsPanel, Panel):
bl_label = "Simulation"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
col = layout.column()
col.prop(scene, "use_custom_simulation_range", text="Simulation Range")
subcol = col.column(align=True)
subcol.active = scene.use_custom_simulation_range
subcol.prop(scene, "simulation_frame_start", text="Start")
subcol.prop(scene, "simulation_frame_end", text="End")
class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
bl_label = "Rigid Body World"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
rbw = scene.rigidbody_world
if rbw is not None:
self.layout.prop(rbw, "enabled", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rbw = scene.rigidbody_world
if rbw is None:
layout.operator("rigidbody.world_add")
else:
layout.operator("rigidbody.world_remove")
class RigidBodySubPanel(SceneButtonsPanel):
bl_parent_id = "SCENE_PT_rigid_body_world"
@classmethod
def poll(cls, context):
scene = context.scene
return scene and scene.rigidbody_world
class SCENE_PT_rigid_body_world_settings(RigidBodySubPanel, Panel):
bl_label = "Settings"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rbw = scene.rigidbody_world
if rbw:
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=True)
col = flow.column()
col.active = rbw.enabled
col = col.column()
col.prop(rbw, "collection")
col.prop(rbw, "constraints")
col = col.column()
col.prop(rbw, "time_scale", text="Speed")
col = flow.column()
col.active = rbw.enabled
col.prop(rbw, "use_split_impulse")
col = col.column()
col.prop(rbw, "substeps_per_frame")
col.prop(rbw, "solver_iterations")
class SCENE_PT_rigid_body_cache(RigidBodySubPanel, Panel):
bl_label = "Cache"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
scene = context.scene
rbw = scene.rigidbody_world
point_cache_ui(self, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
class SCENE_PT_rigid_body_field_weights(RigidBodySubPanel, Panel):
bl_label = "Field Weights"
bl_parent_id = "SCENE_PT_rigid_body_world"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
scene = context.scene
rbw = scene.rigidbody_world
effector_weights_ui(self, rbw.effector_weights, 'RIGID_BODY')
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
_context_path = "scene"
_property_type = bpy.types.Scene
classes = (
SCENE_UL_keying_set_paths,
SCENE_PT_scene,
SCENE_PT_unit,
SCENE_PT_physics,
SCENE_PT_simulation,
SCENE_PT_keying_sets,
SCENE_PT_keying_set_paths,
SCENE_PT_keyframing_settings,
SCENE_PT_audio,
SCENE_PT_rigid_body_world,
SCENE_PT_rigid_body_world_settings,
SCENE_PT_rigid_body_cache,
SCENE_PT_rigid_body_field_weights,
SCENE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)