# ##### 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. # # 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. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bl_ui.properties_physics_common import ( point_cache_ui, effector_weights_ui, ) class PhysicButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "physics" @classmethod def poll(cls, context): ob = context.object rd = context.scene.render return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and (context.dynamic_paint) class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint" def draw(self, context): layout = self.layout md = context.dynamic_paint ob = context.object if md: layout.prop(md, "ui_type", expand=True) if (md.ui_type == "CANVAS"): canvas = md.canvas_settings if (not canvas): layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS' else: layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS' surface = canvas.canvas_surfaces.active row = layout.row() row.template_list(canvas, "canvas_surfaces", canvas.canvas_surfaces, "active_index", rows=2) col = row.column(align=True) col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="") col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="") if surface: layout.prop(surface, "name") layout.prop(surface, "surface_format", expand=False) col = layout.column() if surface.surface_format != "VERTEX": col.label(text="Quality:") col.prop(surface, "image_resolution") col.prop(surface, "use_anti_aliasing") col = layout.column() col.label(text="Frames:") split = col.split() col = split.column(align=True) col.prop(surface, "start_frame", text="Start") col.prop(surface, "end_frame", text="End") col = split.column() col.prop(surface, "substeps") elif (md.ui_type == "BRUSH"): brush = md.brush_settings if (not brush): layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH' else: layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH' layout.prop(brush, "brush_settings_context", expand=True, icon_only=True) if (brush.brush_settings_context == "GENERAL"): split = layout.split() col = split.column() col.prop(brush, "absolute_alpha") col.prop(brush, "paint_erase") col.prop(brush, "paint_wetness", text="Wetness") col = split.column() sub = col.column() sub.active = (brush.paint_source != "PSYS"); sub.prop(brush, "use_material") if brush.use_material and brush.paint_source != "PSYS": col.prop(brush, "material", text="") col.prop(brush, "paint_alpha", text="Alpha Factor") else: col.prop(brush, "paint_color", text="") col.prop(brush, "paint_alpha", text="Alpha") elif (brush.brush_settings_context == "WAVE"): layout.prop(brush, "wave_type") if (brush.wave_type != "REFLECT"): split = layout.split(percentage=0.5) col = split.column() col.prop(brush, "wave_factor") col = split.column() col.prop(brush, "wave_clamp") elif (brush.brush_settings_context == "VELOCITY"): col = layout.row().column() col.label(text="Velocity Settings:") split = layout.split() col = split.column() col.prop(brush, "velocity_alpha") col.prop(brush, "velocity_color") col = split.column() col.prop(brush, "velocity_depth") sub = layout.row().column() sub.active = (brush.velocity_alpha or brush.velocity_color or brush.velocity_depth) sub.prop(brush, "max_velocity") sub.template_color_ramp(brush, "velocity_ramp", expand=True) layout.separator() layout.label(text="Smudge:") layout.prop(brush, "do_smudge") layout.prop(brush, "smudge_strength") else: layout.label(text="-WIP-") class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint: Advanced" @classmethod def poll(cls, context): md = context.dynamic_paint return md and (md.ui_type == "CANVAS") and (md.canvas_settings) and (md.canvas_settings.canvas_surfaces.active) def draw(self, context): layout = self.layout canvas = context.dynamic_paint.canvas_settings surface = canvas.canvas_surfaces.active ob = context.object layout.prop(surface, "surface_type", expand=False) layout.separator() # dissolve if (surface.surface_type == "PAINT"): layout.label(text="Wetmap drying:") split = layout.split(percentage=0.8) split.prop(surface, "dry_speed", text="Dry Time") split.prop(surface, "use_dry_log", text="Slow") if (surface.surface_type != "WAVE"): if (surface.surface_type == "DISPLACE"): layout.prop(surface, "use_dissolve", text="Dissolve:") elif (surface.surface_type == "WEIGHT"): layout.prop(surface, "use_dissolve", text="Fade:") else: layout.prop(surface, "use_dissolve", text="Dissolve:") sub = layout.column() sub.active = surface.use_dissolve split = sub.split(percentage=0.8) split.prop(surface, "dissolve_speed", text="Time") split.prop(surface, "use_dissolve_log", text="Slow") # per type settings if (surface.surface_type == "DISPLACE"): layout.prop(surface, "disp_clamp") layout.prop(surface, "incremental_disp") if (surface.surface_type == "WAVE"): layout.prop(surface, "wave_open_borders") split = layout.split() col = split.column(align=True) col.prop(surface, "wave_timescale") col.prop(surface, "wave_speed") col = split.column(align=True) col.prop(surface, "wave_damping") col.prop(surface, "wave_spring") layout.label(text="Brush Group:") layout.prop(surface, "brush_group", text="") class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint: Output" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): md = context.dynamic_paint if (not (md and (md.ui_type == "CANVAS") and (md.canvas_settings))): return 0 surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active return (surface and not (surface.surface_format=="VERTEX" and (surface.surface_type=="DISPLACE" or surface.surface_type=="WAVE"))) def draw(self, context): layout = self.layout canvas = context.dynamic_paint.canvas_settings surface = canvas.canvas_surfaces.active ob = context.object # vertex format outputs if (surface.surface_format == "VERTEX"): if (surface.surface_type == "PAINT"): # toggle active preview layout.prop(surface, "preview_id") # paintmap output row = layout.row() row.prop_search(surface, "output_name", ob.data, "vertex_colors", text="Paintmap layer: ") ic = 'ZOOMIN' if (surface.output_exists(object=ob, index=0)): ic = 'ZOOMOUT' col = row.column(align=True) col.operator("dpaint.output_toggle", icon=ic, text="").index = 0 # wetmap output row = layout.row() row.prop_search(surface, "output_name2", ob.data, "vertex_colors", text="Wetmap layer: ") ic = 'ZOOMIN' if (surface.output_exists(object=ob, index=1)): ic = 'ZOOMOUT' col = row.column(align=True) col.operator("dpaint.output_toggle", icon=ic, text="").index = 1 if (surface.surface_type == "WEIGHT"): row = layout.row() row.prop_search(surface, "output_name", ob, "vertex_groups", text="Vertex Group: ") ic = 'ZOOMIN' if (surface.output_exists(object=ob, index=0)): ic = 'ZOOMOUT' col = row.column(align=True) col.operator("dpaint.output_toggle", icon=ic, text="").index = 0 # image format outputs if (surface.surface_format == "IMAGE"): col = layout.column() col.label(text="UV layer:") col.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="") col.separator() col = layout.column() col.prop(surface, "image_output_path", text="Output directory") col.prop(surface, "image_fileformat", text="Image Format") col.separator() if (surface.surface_type == "PAINT"): split = col.split() col = split.column() col.prop(surface, "do_output1", text="Output Paintmaps:") sub = split.column() sub.prop(surface, "premultiply", text="Premultiply alpha") sub.active = surface.do_output1 sub = layout.column() sub.active = surface.do_output1 sub.prop(surface, "output_name", text="Filename: ") col = layout.column() col.prop(surface, "do_output2", text="Output Wetmaps:") sub = col.column() sub.active = surface.do_output2 sub.prop(surface, "output_name2", text="Filename: ") else: col.prop(surface, "output_name", text="Filename: ") if (surface.surface_type == "DISPLACE"): col.prop(surface, "disp_type", text="Displace Type") layout.separator() layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT') if len(canvas.ui_info) != 0: layout.label(text=canvas.ui_info) class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint: Initial Color" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): md = context.dynamic_paint if (not (md and (md.ui_type == "CANVAS") and (md.canvas_settings))): return 0 surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active return (surface and surface.surface_type=="PAINT") def draw(self, context): layout = self.layout canvas = context.dynamic_paint.canvas_settings surface = canvas.canvas_surfaces.active ob = context.object layout.prop(surface, "init_color_type", expand=False) layout.separator() # dissolve if (surface.init_color_type == "COLOR"): layout.prop(surface, "init_color") if (surface.init_color_type == "TEXTURE"): layout.prop(surface, "init_texture") layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Layer:") if (surface.init_color_type == "VERTEXCOLOR"): layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer: ") class PHYSICS_PT_dp_effects(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint: Effects" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): md = context.dynamic_paint if (not (md and (md.ui_type == "CANVAS") and (md.canvas_settings))): return False; surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active return surface and (surface.surface_type == "PAINT") def draw(self, context): layout = self.layout canvas = context.dynamic_paint.canvas_settings surface = canvas.canvas_surfaces.active layout.prop(surface, "effect_ui", expand=True) if surface.effect_ui == "SPREAD": layout.prop(surface, "use_spread") col = layout.column() col.active = surface.use_spread split = col.split() sub = split.column() sub.prop(surface, "spread_speed") sub = split.column() sub.prop(surface, "color_spread_speed") elif surface.effect_ui == "DRIP": layout.prop(surface, "use_drip") col = layout.column() col.active = surface.use_drip effector_weights_ui(self, context, surface.effector_weights) split = layout.split() layout.label(text="Surface Movement:") split = layout.split() col = split.column() col.prop(surface, "drip_velocity", slider=True) col = split.column() col.prop(surface, "drip_acceleration", slider=True) elif surface.effect_ui == "SHRINK": layout.prop(surface, "use_shrink") col = layout.column() col.active = surface.use_shrink col.prop(surface, "shrink_speed") class PHYSICS_PT_dp_cache(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint: Cache" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): md = context.dynamic_paint return md and (md.ui_type == "CANVAS") and (md.canvas_settings) and \ (md.canvas_settings.canvas_surfaces.active) and (md.canvas_settings.canvas_surfaces.active.uses_cache) def draw(self, context): layout = self.layout surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active cache = surface.point_cache point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT') class PHYSICS_PT_dp_advanced_brush(PhysicButtonsPanel, bpy.types.Panel): bl_label = "Dynamic Paint: Advanced" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): md = context.dynamic_paint return md and (md.ui_type == "BRUSH") and (md.brush_settings) def draw(self, context): layout = self.layout brush = context.dynamic_paint.brush_settings ob = context.object split = layout.split() col = split.column() col.prop(brush, "paint_source") if brush.paint_source == "PSYS": col.prop_search(brush, "psys", ob, "particle_systems", text="") if brush.psys: col.label(text="Particle effect:") sub = col.column() sub.active = not brush.use_part_radius sub.prop(brush, "solid_radius", text="Solid Radius") col.prop(brush, "use_part_radius", text="Use Particle's Radius") col.prop(brush, "smooth_radius", text="Smooth radius") elif brush.paint_source in {'VOLUME', 'VOLDIST'}: split = layout.row().split(percentage=0.4) sub = split.column() sub.prop(brush, "accept_nonclosed") if brush.prox_project: sub = split.column() sub.prop(brush, "ray_dir") if brush.paint_source in {'DISTANCE', 'VOLDIST', 'POINT'}: col.prop(brush, "paint_distance", text="Paint Distance") split = layout.row().split(percentage=0.4) sub = split.column() if brush.paint_source == 'DISTANCE': sub.prop(brush, "prox_project") if brush.paint_source == "VOLDIST": sub.prop(brush, "prox_inverse") sub = split.column() if brush.paint_source == 'DISTANCE': column = sub.column() column.active = brush.prox_project column.prop(brush, "ray_dir") sub.prop(brush, "prox_falloff") if brush.prox_falloff == "RAMP": col = layout.row().column() col.separator() col.prop(brush, "prox_ramp_alpha", text="Only Use Alpha") col.template_color_ramp(brush, "paint_ramp", expand=True) def register(): bpy.utils.register_module(__name__) def unregister(): bpy.utils.register_module(__name__) if __name__ == "__main__": register()