Files
blender/release/scripts/startup/bl_ui/properties_scene.py
Jacques Lucke 16a04dccd5 Fix T62955: Missing panels in workbench engine
Afaik all the panels in the scene settings are render
engine independent. So it does not make sense to have
this extra complexity in every panel class.

Reviewers: brecht, billreynish

Differential Revision: https://developer.blender.org/D4594
2019-03-26 15:43:12 +01:00

451 lines
13 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.
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# 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import (
Panel,
UIList,
)
from rna_prop_ui import PropertyPanel
from .properties_physics_common import (
point_cache_ui,
effector_weights_ui,
)
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")
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")
class SceneKeyingSetsPanel:
@staticmethod
def draw_keyframing_settings(context, layout, ks, ksp):
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, "Needed",
"use_insertkey_override_needed", "use_insertkey_needed",
userpref_fallback="use_keyframe_insert_needed",
)
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, "Visual",
"use_insertkey_override_visual", "use_insertkey_visual",
userpref_fallback="use_visual_keying",
)
SceneKeyingSetsPanel._draw_keyframing_setting(
context, layout, ks, ksp, "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 dropdown, 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
rd = context.scene.render
ffmpeg = rd.ffmpeg
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.prop(scene, "audio_distance_model")
col.prop(ffmpeg, "audio_channels")
col.separator()
col = flow.column()
col.prop(ffmpeg, "audio_mixrate", text="Sample Rate")
col.separator()
col = col.column(align=True)
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_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, "steps_per_second", text="Steps Per Second")
col.prop(rbw, "solver_iterations", text="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, context, 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, context, 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_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)