Engine is not stored in WorkSpaces. That defines the "context" engine, which is used for the entire UI. The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes") is obtained from context. Introduce a ViewRender struct for viewport settings that are defined for workspaces and scene. This struct will be populated with the hand-picked settings that can be defined per workspace as per the 2.8 design. * use_scene_settings * properties editor: workshop + organize context path Use Scene Settings ================== For viewport drawing, Workspaces have an option to use the Scene render settings (F12) instead of the viewport settings. This way users can quickly preview the final render settings, engine and View Layer. This will affect all the editors in that workspace, and it will be clearly indicated in the top-bar. Properties Editor: Add Workspace and organize context path ========================================================== We now have the properties of: Scene, Scene > Layer, Scene > World, Workspace [Scene | Workspace] > Render Layer > Object [Scene | Workspace] > Render Layer > Object > Data (...) Reviewers: Campbell Barton, Julian Eisel Differential Revision: https://developer.blender.org/D2842
330 lines
11 KiB
Python
330 lines
11 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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view_render = context.scene.view_render
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return (context.object) and view_render.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'}
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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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row = layout.row()
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if cachetype in {'PSYS', 'HAIR', 'SMOKE'}:
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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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layout.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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row = layout.row(align=True)
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if cachetype not in {'PSYS', 'DYNAMIC_PAINT'}:
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row.enabled = enabled
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row.prop(cache, "frame_start")
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row.prop(cache, "frame_end")
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if cachetype not in {'SMOKE', 'CLOTH', 'DYNAMIC_PAINT', 'RIGID_BODY'}:
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row.prop(cache, "frame_step")
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if cachetype != 'SMOKE':
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layout.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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split = layout.split()
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split.enabled = enabled and bpy.data.is_saved
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col = split.column()
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col.prop(cache, "use_disk_cache")
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col = split.column()
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col.active = cache.use_disk_cache
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col.prop(cache, "use_library_path", "Use Lib Path")
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row = layout.row()
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row.enabled = enabled and bpy.data.is_saved
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row.active = cache.use_disk_cache
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row.label(text="Compression:")
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row.prop(cache, "compression", expand=True)
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layout.separator()
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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.label(text="Linked object baking requires Disk Cache to be enabled", icon='INFO')
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else:
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layout.separator()
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split = layout.split()
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split.active = can_bake
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col = split.column()
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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 = split.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.prop(weights, "group")
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split = layout.split()
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split.prop(weights, "gravity", slider=True)
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split.prop(weights, "all", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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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.prop(weights, "magnetic", slider=True)
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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 = split.column()
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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.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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split = layout.split()
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if not field or field.type == 'NONE':
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return
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col = split.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 = split.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")
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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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split = layout.split()
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col = split.column()
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col.label(text="Effect point:")
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col.prop(field, "apply_to_location")
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col.prop(field, "apply_to_rotation")
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col = split.column()
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col.label(text="Collision:")
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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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split = layout.split(percentage=0.35)
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if not field or field.type == 'NONE':
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return
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col = split.column()
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col.prop(field, "z_direction", text="")
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col = split.column()
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col.prop(field, "falloff_power", text="Power")
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split = layout.split()
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_min_distance", text="")
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sub = row.row(align=True)
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sub.active = field.use_min_distance
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sub.prop(field, "distance_min", text="Minimum")
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col = split.column()
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row = col.row(align=True)
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row.prop(field, "use_max_distance", text="")
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sub = row.row(align=True)
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sub.active = field.use_max_distance
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sub.prop(field, "distance_max", text="Maximum")
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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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