2.5 User Interface / UI Scripts

* Fixed some panel ordering after recent register changes.
* Placed "Custom Props" to the bottom again, where possible

This fixes [#23171] Material context is messed up.
This commit is contained in:
Thomas Dinges
2010-08-12 19:36:10 +00:00
parent 6faa930369
commit 76e1773548
12 changed files with 461 additions and 453 deletions

View File

@@ -51,11 +51,6 @@ class DATA_PT_context_arm(ArmatureButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
class DATA_PT_skeleton(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Skeleton"
@@ -285,6 +280,11 @@ class DATA_PT_onion_skinning(OnionSkinButtonsPanel): #, bpy.types.Panel): # inhe
self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass

View File

@@ -47,18 +47,6 @@ class BONE_PT_context_bone(BoneButtonsPanel, bpy.types.Panel):
row.prop(bone, "name", text="")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@property
def _context_path(self):
obj = bpy.context.object
if obj and obj.mode == 'POSE':
return "active_pose_bone"
else:
return "active_bone"
class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Transform"
@@ -354,6 +342,18 @@ class BONE_PT_deform(BoneButtonsPanel, bpy.types.Panel):
col.prop(bone, "cyclic_offset")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@property
def _context_path(self):
obj = bpy.context.object
if obj and obj.mode == 'POSE':
return "active_pose_bone"
else:
return "active_bone"
def register():
pass

View File

@@ -53,11 +53,6 @@ class DATA_PT_context_camera(CameraButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
class DATA_PT_camera(CameraButtonsPanel, bpy.types.Panel):
bl_label = "Lens"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -137,6 +132,11 @@ class DATA_PT_camera_display(CameraButtonsPanel, bpy.types.Panel):
sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True)
class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass

View File

@@ -69,11 +69,6 @@ class DATA_PT_context_curve(CurveButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_curve(CurveButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
class DATA_PT_shape_curve(CurveButtonsPanel, bpy.types.Panel):
bl_label = "Shape"
@@ -385,6 +380,11 @@ class DATA_PT_textboxes(CurveButtonsPanel, bpy.types.Panel):
row.operator("font.textbox_remove", text='', icon='X', emboss=False).index = i
class DATA_PT_custom_props_curve(CurveButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass

View File

@@ -40,13 +40,6 @@ class DataButtonsPanel():
return context.lamp and (engine in cls.COMPAT_ENGINES)
class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -69,9 +62,12 @@ class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def draw(self, context):
self.layout.template_preview(context.lamp)
class DATA_PT_lamp(DataButtonsPanel, bpy.types.Panel):
@@ -387,6 +383,11 @@ class DATA_PT_falloff_curve(DataButtonsPanel, bpy.types.Panel):
self.layout.template_curve_mapping(lamp, "falloff_curve")
class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass

View File

@@ -51,11 +51,6 @@ class DATA_PT_context_lattice(DataButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
class DATA_PT_lattice(DataButtonsPanel, bpy.types.Panel):
bl_label = "Lattice"
@@ -85,6 +80,11 @@ class DATA_PT_lattice(DataButtonsPanel, bpy.types.Panel):
row = layout.row()
row.prop(lat, "outside")
row.prop_object(lat, "vertex_group", context.object, "vertex_groups", text="")
class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():

View File

@@ -79,11 +79,6 @@ class DATA_PT_context_mesh(MeshButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
class DATA_PT_normals(MeshButtonsPanel, bpy.types.Panel):
bl_label = "Normals"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -351,6 +346,11 @@ class DATA_PT_vertex_colors(MeshButtonsPanel, bpy.types.Panel):
layout.prop(lay, "name")
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass

View File

@@ -51,11 +51,6 @@ class DATA_PT_context_metaball(DataButtonsPanel, bpy.types.Panel):
split.separator()
class DATA_PT_custom_props_metaball(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
class DATA_PT_metaball(DataButtonsPanel, bpy.types.Panel):
bl_label = "Metaball"
@@ -120,6 +115,11 @@ class DATA_PT_metaball_element(DataButtonsPanel, bpy.types.Panel):
col.prop(metaelem, "size_y", text="Y")
class DATA_PT_custom_props_metaball(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass

View File

@@ -63,14 +63,6 @@ class MaterialButtonsPanel():
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -127,203 +119,15 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
if mat:
layout.prop(mat, "type", expand=True)
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "material"
class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Shading"
class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
self.layout.template_preview(context.material)
mat = active_node_mat(context.material)
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
col = split.column()
col.prop(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "tangent_shading")
sub.prop(mat, "cubic")
elif mat.type == 'HALO':
layout.prop(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Strand"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
tan = mat.strand
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "min_size", text="Minimum")
sub.prop(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "tangent_shading")
col.prop(tan, "shape")
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
phys = context.material.physics # dont use node material
split = layout.split()
col = split.column()
col.prop(phys, "distance")
col.prop(phys, "friction")
col.prop(phys, "align_to_normal")
col = split.column()
col.prop(phys, "force", slider=True)
col.prop(phys, "elasticity", slider=True)
col.prop(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.prop(mat, "traceable")
col.prop(mat, "full_oversampling")
col.prop(mat, "use_sky")
col.prop(mat, "exclude_mist")
col.prop(mat, "invert_z")
sub = col.row()
sub.prop(mat, "z_offset")
sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
sub.label(text="Light Group:")
sub.prop(mat, "light_group", text="")
row = sub.row()
row.active = bool(mat.light_group)
row.prop(mat, "light_group_exclusive", text="Exclusive")
col = split.column()
col.prop(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.prop(mat, "face_texture_alpha")
col.separator()
col.prop(mat, "vertex_color_paint")
col.prop(mat, "vertex_color_light")
col.prop(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Shadow"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.prop(mat, "shadows", text="Receive")
col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
col.prop(mat, "only_shadow", text="Shadows Only")
col.prop(mat, "cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
col = split.column()
col.prop(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
col.prop(mat, "cast_approximate")
class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Diffuse"
@@ -457,113 +261,41 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
row.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Subsurface Scattering"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
self.layout.prop(sss, "enabled", text="")
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
layout.active = (sss.enabled) and (not mat.shadeless)
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
split = layout.split()
col = split.column()
col.prop(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "tangent_shading")
sub.prop(mat, "cubic")
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_tolerance", text="Error")
class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Mirror"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
raym = active_node_mat(context.material).raytrace_mirror
self.layout.prop(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
raym = mat.raytrace_mirror
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(mat, "mirror_color", text="")
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub = col.split(percentage=0.4)
sub.active = raym.distance > 0.0
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Samples")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
elif mat.type == 'HALO':
layout.prop(mat, "alpha")
class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
@@ -625,39 +357,116 @@ class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.prop(rayt, "gloss_threshold", text="Threshold")
sub.prop(rayt, "gloss_samples", text="Samples")
sub.prop(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Transparency"
class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Mirror"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_GAME'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (engine in cls.COMPAT_ENGINES)
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
raym = active_node_mat(context.material).raytrace_mirror
self.layout.prop(mat, "transparency", text="")
self.layout.prop(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
raym = mat.raytrace_mirror
row = layout.row()
row.active = mat.transparency and (not mat.shadeless)
row.prop(mat, "transparency_method", expand=True)
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.prop(mat, "alpha")
col.prop(raym, "reflect_factor")
col.prop(mat, "mirror_color", text="")
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub = col.split(percentage=0.4)
sub.active = raym.distance > 0.0
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Samples")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Subsurface Scattering"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
self.layout.prop(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
layout.active = (sss.enabled) and (not mat.shadeless)
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_tolerance", text="Error")
class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
@@ -744,6 +553,193 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
col.prop(halo, "flare_subsize", text="Subsize")
class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
phys = context.material.physics # dont use node material
split = layout.split()
col = split.column()
col.prop(phys, "distance")
col.prop(phys, "friction")
col.prop(phys, "align_to_normal")
col = split.column()
col.prop(phys, "force", slider=True)
col.prop(phys, "elasticity", slider=True)
col.prop(phys, "damp", slider=True)
class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Strand"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
tan = mat.strand
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "min_size", text="Minimum")
sub.prop(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "tangent_shading")
col.prop(tan, "shape")
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.prop(mat, "traceable")
col.prop(mat, "full_oversampling")
col.prop(mat, "use_sky")
col.prop(mat, "exclude_mist")
col.prop(mat, "invert_z")
sub = col.row()
sub.prop(mat, "z_offset")
sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
sub.label(text="Light Group:")
sub.prop(mat, "light_group", text="")
row = sub.row()
row.active = bool(mat.light_group)
row.prop(mat, "light_group_exclusive", text="Exclusive")
col = split.column()
col.prop(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.prop(mat, "face_texture_alpha")
col.separator()
col.prop(mat, "vertex_color_paint")
col.prop(mat, "vertex_color_light")
col.prop(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Shadow"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.prop(mat, "shadows", text="Receive")
col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
col.prop(mat, "only_shadow", text="Shadows Only")
col.prop(mat, "cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
col = split.column()
col.prop(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
col.prop(mat, "cast_approximate")
class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Transparency"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
row = layout.row()
row.active = mat.transparency and (not mat.shadeless)
row.prop(mat, "transparency_method", expand=True)
split = layout.split()
col = split.column()
col.prop(mat, "alpha")
class VolumeButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -897,6 +893,11 @@ class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
row.prop(mat, "light_group_exclusive", text="Exclusive")
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "material"
def register():
pass

View File

@@ -43,11 +43,6 @@ class SCENE_PT_scene(SceneButtonsPanel, bpy.types.Panel):
layout.prop(scene, "set", text="Background")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "scene"
class SCENE_PT_unit(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -205,6 +200,11 @@ class SCENE_PT_simplify(SceneButtonsPanel, bpy.types.Panel):
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "scene"
from bpy.props import *

View File

@@ -74,23 +74,6 @@ class TextureButtonsPanel():
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -155,9 +138,21 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
split.prop(tex, "type", text="")
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "texture"
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_colors(TextureButtonsPanel, bpy.types.Panel):
@@ -989,6 +984,11 @@ class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, bpy.types.Panel):
col.prop(pd, "turbulence_strength")
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "texture"
def register():
pass

View File

@@ -33,19 +33,6 @@ class WorldButtonsPanel():
return (rd.engine in cls.COMPAT_ENGINES)
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_context_world(WorldButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -70,9 +57,23 @@ class WORLD_PT_context_world(WorldButtonsPanel, bpy.types.Panel):
split.template_ID(space, "pin_id")
class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "world"
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):
@@ -96,62 +97,6 @@ class WORLD_PT_world(WorldButtonsPanel, bpy.types.Panel):
row.column().prop(world, "ambient_color")
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_randomization", text="Colors")
col = split.column()
col.prop(world.stars, "min_distance", text="Min. Dist")
col.prop(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -262,6 +207,67 @@ class WORLD_PT_gather(WorldButtonsPanel, bpy.types.Panel):
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_randomization", text="Colors")
col = split.column()
col.prop(world.stars, "min_distance", 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