
Conflicts: release/scripts/startup/bl_ui/properties_particle.py release/scripts/startup/bl_ui/properties_physics_cloth.py release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py release/scripts/startup/bl_ui/properties_physics_softbody.py source/blender/blenkernel/BKE_library.h source/blender/blenkernel/BKE_particle.h source/blender/blenkernel/intern/cloth.c source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/library_query.c source/blender/blenkernel/intern/particle_system.c source/blender/blenkernel/intern/scene.c source/blender/blenkernel/intern/softbody.c source/blender/blenloader/intern/readfile.c source/blender/blenloader/intern/versioning_270.c source/blender/editors/space_file/filesel.c source/blender/editors/space_outliner/outliner_intern.h source/blender/makesdna/DNA_ID.h source/blender/makesdna/DNA_object_force.h source/blender/makesdna/DNA_particle_types.h source/blender/makesrna/intern/rna_particle.c source/blender/makesrna/intern/rna_sculpt_paint.c source/blender/makesrna/intern/rna_smoke.c source/blender/makesrna/intern/rna_space.c
239 lines
7.2 KiB
Python
239 lines
7.2 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 bl_ui.properties_physics_common import (
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effector_weights_ui,
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)
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def softbody_panel_enabled(md):
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return True
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#return (md.point_cache.is_baked is False)
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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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ob = context.object
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rd = context.scene.render
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return (ob and (ob.type == 'MESH' or ob.type == 'LATTICE'or ob.type == 'CURVE')) and (rd.engine in cls.COMPAT_ENGINES) and (context.soft_body)
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class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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ob = context.object
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softbody = md.settings
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# General
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split = layout.split()
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split.enabled = softbody_panel_enabled(md)
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col = split.column()
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col.label(text="Object:")
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col.prop(softbody, "friction")
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col.prop(softbody, "mass")
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col.prop_search(softbody, "vertex_group_mass", ob, "vertex_groups", text="Mass")
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col = split.column()
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col.label(text="Simulation:")
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col.prop(softbody, "speed")
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layout.prop(softbody, "collision_group")
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class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Goal"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_goal", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_goal and softbody_panel_enabled(md)
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split = layout.split()
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# Goal
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split = layout.split()
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col = split.column()
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col.label(text="Goal Strengths:")
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col.prop(softbody, "goal_default", text="Default")
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sub = col.column(align=True)
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sub.prop(softbody, "goal_min", text="Minimum")
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sub.prop(softbody, "goal_max", text="Maximum")
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col = split.column()
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col.label(text="Goal Settings:")
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col.prop(softbody, "goal_spring", text="Stiffness")
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col.prop(softbody, "goal_friction", text="Damping")
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layout.prop_search(softbody, "vertex_group_goal", ob, "vertex_groups", text="Vertex Group")
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class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Edges"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_edges", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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ob = context.object
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layout.active = softbody.use_edges and softbody_panel_enabled(md)
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split = layout.split()
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col = split.column()
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col.label(text="Springs:")
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col.prop(softbody, "pull")
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col.prop(softbody, "push")
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col.prop(softbody, "damping")
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col.prop(softbody, "plastic")
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col.prop(softbody, "bend")
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col.prop(softbody, "spring_length", text="Length")
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col.prop_search(softbody, "vertex_group_spring", ob, "vertex_groups", text="Springs")
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col = split.column()
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col.prop(softbody, "use_stiff_quads")
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sub = col.column()
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sub.active = softbody.use_stiff_quads
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sub.prop(softbody, "shear")
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col.label(text="Aerodynamics:")
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col.row().prop(softbody, "aerodynamics_type", expand=True)
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col.prop(softbody, "aero", text="Factor")
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#sub = col.column()
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#sub.enabled = softbody.aero > 0
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col.label(text="Collision:")
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col.prop(softbody, "use_edge_collision", text="Edge")
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col.prop(softbody, "use_face_collision", text="Face")
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class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Self Collision"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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softbody = context.soft_body.settings
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self.layout.active = softbody_panel_enabled(context.soft_body)
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self.layout.prop(softbody, "use_self_collision", text="")
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody.use_self_collision and softbody_panel_enabled(md)
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layout.label(text="Collision Ball Size Calculation:")
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layout.prop(softbody, "collision_type", expand=True)
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col = layout.column(align=True)
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col.label(text="Ball:")
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col.prop(softbody, "ball_size", text="Size")
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col.prop(softbody, "ball_stiff", text="Stiffness")
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col.prop(softbody, "ball_damp", text="Dampening")
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class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Solver"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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md = context.soft_body
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softbody = md.settings
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layout.active = softbody_panel_enabled(md)
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# Solver
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Step Size:")
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col.prop(softbody, "step_min")
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col.prop(softbody, "step_max")
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col.prop(softbody, "use_auto_step", text="Auto-Step")
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col = split.column()
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col.prop(softbody, "error_threshold")
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col.label(text="Helpers:")
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col.prop(softbody, "choke")
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col.prop(softbody, "fuzzy")
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layout.label(text="Diagnostics:")
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layout.prop(softbody, "use_diagnose")
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layout.prop(softbody, "use_estimate_matrix")
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class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Soft Body Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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md = context.soft_body
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softbody = md.settings
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effector_weights_ui(self, context, softbody.effector_weights, 'SOFTBODY')
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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