This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/makesrna/intern/rna_sculpt_paint.c

1068 lines
44 KiB
C
Raw Normal View History

/*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:20:01 +00:00
/** \file blender/makesrna/intern/rna_sculpt_paint.c
* \ingroup RNA
*/
#include <stdlib.h>
#include "RNA_define.h"
#include "rna_internal.h"
#include "DNA_ID.h"
#include "DNA_scene_types.h"
#include "DNA_brush_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "BKE_paint.h"
#include "BKE_material.h"
#include "ED_image.h"
#include "WM_api.h"
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
#include "WM_types.h"
#include "BLI_utildefines.h"
#include "bmesh.h"
static EnumPropertyItem particle_edit_hair_brush_items[] = {
2010-02-11 01:11:52 +00:00
{PE_BRUSH_NONE, "NONE", 0, "None", "Don't use any brush"},
{PE_BRUSH_COMB, "COMB", 0, "Comb", "Comb hairs"},
{PE_BRUSH_SMOOTH, "SMOOTH", 0, "Smooth", "Smooth hairs"},
{PE_BRUSH_ADD, "ADD", 0, "Add", "Add hairs"},
{PE_BRUSH_LENGTH, "LENGTH", 0, "Length", "Make hairs longer or shorter"},
{PE_BRUSH_PUFF, "PUFF", 0, "Puff", "Make hairs stand up"},
{PE_BRUSH_CUT, "CUT", 0, "Cut", "Cut hairs"},
{PE_BRUSH_WEIGHT, "WEIGHT", 0, "Weight", "Weight hair particles"},
{0, NULL, 0, NULL, NULL}
};
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
EnumPropertyItem rna_enum_gpencil_sculpt_brush_items[] = {
{GP_EDITBRUSH_TYPE_SMOOTH, "SMOOTH", 0, "Smooth", "Smooth stroke points"},
{GP_EDITBRUSH_TYPE_THICKNESS, "THICKNESS", 0, "Thickness", "Adjust thickness of strokes"},
{GP_EDITBRUSH_TYPE_GRAB, "GRAB", 0, "Grab", "Translate the set of points initially within the brush circle"},
{GP_EDITBRUSH_TYPE_PUSH, "PUSH", 0, "Push", "Move points out of the way, as if combing them"},
{GP_EDITBRUSH_TYPE_TWIST, "TWIST", 0, "Twist", "Rotate points around the midpoint of the brush"},
{GP_EDITBRUSH_TYPE_PINCH, "PINCH", 0, "Pinch", "Pull points towards the midpoint of the brush"},
{GP_EDITBRUSH_TYPE_RANDOMIZE, "RANDOMIZE", 0, "Randomize", "Introduce jitter/randomness into strokes"},
//{GP_EDITBRUSH_TYPE_SUBDIVIDE, "SUBDIVIDE", 0, "Subdivide", "Increase point density for higher resolution strokes when zoomed in"},
//{GP_EDITBRUSH_TYPE_SIMPLIFY, "SIMPLIFY", 0, "Simplify", "Reduce density of stroke points"},
{GP_EDITBRUSH_TYPE_CLONE, "CLONE", 0, "Clone", "Paste copies of the strokes stored on the clipboard"},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem rna_enum_symmetrize_direction_items[] = {
{BMO_SYMMETRIZE_NEGATIVE_X, "NEGATIVE_X", 0, "-X to +X", ""},
{BMO_SYMMETRIZE_POSITIVE_X, "POSITIVE_X", 0, "+X to -X", ""},
{BMO_SYMMETRIZE_NEGATIVE_Y, "NEGATIVE_Y", 0, "-Y to +Y", ""},
{BMO_SYMMETRIZE_POSITIVE_Y, "POSITIVE_Y", 0, "+Y to -Y", ""},
{BMO_SYMMETRIZE_NEGATIVE_Z, "NEGATIVE_Z", 0, "-Z to +Z", ""},
{BMO_SYMMETRIZE_POSITIVE_Z, "POSITIVE_Z", 0, "+Z to -Z", ""},
{0, NULL, 0, NULL, NULL},
};
#ifdef RNA_RUNTIME
#include "MEM_guardedalloc.h"
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
#include "BKE_context.h"
#include "BKE_DerivedMesh.h"
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
#include "BKE_pointcache.h"
#include "BKE_particle.h"
#include "BKE_depsgraph.h"
#include "BKE_pbvh.h"
#include "GPU_buffers.h"
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
#include "ED_particle.h"
static EnumPropertyItem particle_edit_disconnected_hair_brush_items[] = {
{PE_BRUSH_NONE, "NONE", 0, "None", "Don't use any brush"},
{PE_BRUSH_COMB, "COMB", 0, "Comb", "Comb hairs"},
{PE_BRUSH_SMOOTH, "SMOOTH", 0, "Smooth", "Smooth hairs"},
{PE_BRUSH_LENGTH, "LENGTH", 0, "Length", "Make hairs longer or shorter"},
{PE_BRUSH_CUT, "CUT", 0, "Cut", "Cut hairs"},
{PE_BRUSH_WEIGHT, "WEIGHT", 0, "Weight", "Weight hair particles"},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem particle_edit_cache_brush_items[] = {
2010-02-11 01:11:52 +00:00
{PE_BRUSH_NONE, "NONE", 0, "None", "Don't use any brush"},
{PE_BRUSH_COMB, "COMB", 0, "Comb", "Comb paths"},
{PE_BRUSH_SMOOTH, "SMOOTH", 0, "Smooth", "Smooth paths"},
{PE_BRUSH_LENGTH, "LENGTH", 0, "Length", "Make paths longer or shorter"},
{0, NULL, 0, NULL, NULL}
};
static PointerRNA rna_ParticleEdit_brush_get(PointerRNA *ptr)
{
ParticleEditSettings *pset = (ParticleEditSettings *)ptr->data;
ParticleBrushData *brush = NULL;
if (pset->brushtype != PE_BRUSH_NONE)
brush = &pset->brush[pset->brushtype];
return rna_pointer_inherit_refine(ptr, &RNA_ParticleBrush, brush);
}
static PointerRNA rna_ParticleBrush_curve_get(PointerRNA *ptr)
{
return rna_pointer_inherit_refine(ptr, &RNA_CurveMapping, NULL);
}
2011-05-31 02:14:25 +00:00
static void rna_ParticleEdit_redo(Main *UNUSED(bmain), Scene *scene, PointerRNA *UNUSED(ptr))
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
{
Object *ob = (scene->basact) ? scene->basact->object : NULL;
PTCacheEdit *edit = PE_get_current(scene, ob);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
if (!edit)
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
return;
psys_free_path_cache(edit->psys, edit);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
}
2011-05-31 02:14:25 +00:00
static void rna_ParticleEdit_update(Main *UNUSED(bmain), Scene *scene, PointerRNA *UNUSED(ptr))
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
{
Object *ob = (scene->basact) ? scene->basact->object : NULL;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
if (ob) DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
}
static void rna_ParticleEdit_tool_set(PointerRNA *ptr, int value)
{
ParticleEditSettings *pset = (ParticleEditSettings *)ptr->data;
/* redraw hair completely if weight brush is/was used */
if ((pset->brushtype == PE_BRUSH_WEIGHT || value == PE_BRUSH_WEIGHT) && pset->scene) {
Object *ob = (pset->scene->basact) ? pset->scene->basact->object : NULL;
if (ob) {
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_main_add_notifier(NC_OBJECT | ND_PARTICLE | NA_EDITED, NULL);
}
}
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
pset->brushtype = value;
}
static EnumPropertyItem *rna_ParticleEdit_tool_itemf(bContext *C, PointerRNA *UNUSED(ptr),
PropertyRNA *UNUSED(prop), bool *UNUSED(r_free))
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
{
Scene *scene = CTX_data_scene(C);
Object *ob = (scene->basact) ? scene->basact->object : NULL;
#if 0
PTCacheEdit *edit = PE_get_current(scene, ob);
ParticleSystem *psys = edit ? edit->psys : NULL;
#else
/* use this rather than PE_get_current() - because the editing cache is
2012-03-01 12:20:18 +00:00
* dependent on the cache being updated which can happen after this UI
* draws causing a glitch [#28883] */
ParticleSystem *psys = psys_get_current(ob);
#endif
if (psys) {
if (psys->flag & PSYS_GLOBAL_HAIR) {
return particle_edit_disconnected_hair_brush_items;
}
else {
return particle_edit_hair_brush_items;
}
}
return particle_edit_cache_brush_items;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
}
static int rna_ParticleEdit_editable_get(PointerRNA *ptr)
{
ParticleEditSettings *pset = (ParticleEditSettings *)ptr->data;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
return (pset->object && pset->scene && PE_get_current(pset->scene, pset->object));
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
}
static int rna_ParticleEdit_hair_get(PointerRNA *ptr)
{
ParticleEditSettings *pset = (ParticleEditSettings *)ptr->data;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
if (pset->scene) {
PTCacheEdit *edit = PE_get_current(pset->scene, pset->object);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
return (edit && edit->psys);
}
return 0;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
}
static char *rna_ParticleEdit_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("tool_settings.particle_edit");
}
static int rna_Brush_mode_poll(PointerRNA *ptr, PointerRNA value)
{
Scene *scene = (Scene *)ptr->id.data;
ToolSettings *ts = scene->toolsettings;
Brush *brush = value.id.data;
int mode = 0;
/* check the origin of the Paint struct to see which paint
2012-03-09 18:28:30 +00:00
* mode to select from */
if (ptr->data == &ts->imapaint)
mode = OB_MODE_TEXTURE_PAINT;
else if (ptr->data == ts->sculpt)
mode = OB_MODE_SCULPT;
else if (ptr->data == ts->vpaint)
mode = OB_MODE_VERTEX_PAINT;
else if (ptr->data == ts->wpaint)
mode = OB_MODE_WEIGHT_PAINT;
return brush->ob_mode & mode;
}
2011-05-31 02:14:25 +00:00
static void rna_Sculpt_update(Main *UNUSED(bmain), Scene *scene, PointerRNA *UNUSED(ptr))
{
Object *ob = (scene->basact) ? scene->basact->object : NULL;
if (ob) {
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_main_add_notifier(NC_OBJECT | ND_MODIFIER, ob);
if (ob->sculpt) {
ob->sculpt->bm_smooth_shading = ((scene->toolsettings->sculpt->flags &
SCULPT_DYNTOPO_SMOOTH_SHADING) != 0);
}
}
}
static void rna_Sculpt_ShowDiffuseColor_update(Main *UNUSED(bmain), Scene *scene, PointerRNA *UNUSED(ptr))
{
Object *ob = (scene->basact) ? scene->basact->object : NULL;
if (ob && ob->sculpt) {
Sculpt *sd = scene->toolsettings->sculpt;
ob->sculpt->show_diffuse_color = ((sd->flags & SCULPT_SHOW_DIFFUSE) != 0);
if (ob->sculpt->pbvh)
pbvh_show_diffuse_color_set(ob->sculpt->pbvh, ob->sculpt->show_diffuse_color);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, ob);
}
}
static char *rna_Sculpt_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("tool_settings.sculpt");
}
static char *rna_VertexPaint_path(PointerRNA *ptr)
{
Scene *scene = (Scene *)ptr->id.data;
ToolSettings *ts = scene->toolsettings;
if (ptr->data == ts->vpaint) {
return BLI_strdup("tool_settings.vertex_paint");
}
else {
return BLI_strdup("tool_settings.weight_paint");
}
}
static char *rna_ImagePaintSettings_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("tool_settings.image_paint");
}
static char *rna_UvSculpt_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("tool_settings.uv_sculpt");
}
static char *rna_ParticleBrush_path(PointerRNA *UNUSED(ptr))
2013-01-22 13:47:44 +00:00
{
return BLI_strdup("tool_settings.particle_edit.brush");
}
static void rna_Paint_brush_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *ptr)
{
Paint *paint = ptr->data;
Brush *br = paint->brush;
BKE_paint_invalidate_overlay_all();
WM_main_add_notifier(NC_BRUSH | NA_SELECTED, br);
}
static void rna_ImaPaint_viewport_update(Main *UNUSED(bmain), Scene *UNUSED(scene), PointerRNA *UNUSED(ptr))
{
/* not the best solution maybe, but will refresh the 3D viewport */
WM_main_add_notifier(NC_OBJECT | ND_DRAW, NULL);
}
static void rna_ImaPaint_mode_update(Main *UNUSED(bmain), Scene *scene, PointerRNA *UNUSED(ptr))
{
Object *ob = OBACT;
if (ob && ob->type == OB_MESH) {
/* of course we need to invalidate here */
BKE_texpaint_slots_refresh_object(scene, ob);
/* we assume that changing the current mode will invalidate the uv layers so we need to refresh display */
GPU_drawobject_free(ob->derivedFinal);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, NULL);
}
}
static void rna_ImaPaint_stencil_update(Main *UNUSED(bmain), Scene *scene, PointerRNA *UNUSED(ptr))
{
Object *ob = OBACT;
if (ob && ob->type == OB_MESH) {
GPU_drawobject_free(ob->derivedFinal);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, NULL);
}
}
static void rna_ImaPaint_canvas_update(Main *bmain, Scene *scene, PointerRNA *UNUSED(ptr))
{
Object *ob = OBACT;
bScreen *sc;
Image *ima = scene->toolsettings->imapaint.canvas;
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
ScrArea *sa;
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl;
for (sl = sa->spacedata.first; sl; sl = sl->next) {
if (sl->spacetype == SPACE_IMAGE) {
SpaceImage *sima = (SpaceImage *)sl;
if (!sima->pin)
ED_space_image_set(sima, scene, scene->obedit, ima);
}
}
}
}
if (ob && ob->type == OB_MESH) {
GPU_drawobject_free(ob->derivedFinal);
BKE_paint_proj_mesh_data_check(scene, ob, NULL, NULL, NULL, NULL);
WM_main_add_notifier(NC_OBJECT | ND_DRAW, NULL);
}
}
static int rna_ImaPaint_detect_data(ImagePaintSettings *imapaint)
{
return imapaint->missing_data == 0;
}
static PointerRNA rna_GPencilSculptSettings_brush_get(PointerRNA *ptr)
{
GP_BrushEdit_Settings *gset = (GP_BrushEdit_Settings *)ptr->data;
GP_EditBrush_Data *brush = NULL;
if ((gset->brushtype >= 0) && (gset->brushtype < TOT_GP_EDITBRUSH_TYPES))
brush = &gset->brush[gset->brushtype];
return rna_pointer_inherit_refine(ptr, &RNA_GPencilSculptBrush, brush);
}
static char *rna_GPencilSculptSettings_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("tool_settings.gpencil_sculpt");
}
static char *rna_GPencilSculptBrush_path(PointerRNA *UNUSED(ptr))
{
return BLI_strdup("tool_settings.gpencil_sculpt.brush");
}
#else
static void rna_def_paint_curve(BlenderRNA *brna)
{
StructRNA *srna;
srna = RNA_def_struct(brna, "PaintCurve", "ID");
RNA_def_struct_ui_text(srna, "Paint Curve", "");
RNA_def_struct_ui_icon(srna, ICON_CURVE_BEZCURVE);
}
static void rna_def_paint(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "Paint", NULL);
RNA_def_struct_ui_text(srna, "Paint", "");
/* Global Settings */
prop = RNA_def_property(srna, "brush", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_pointer_funcs(prop, NULL, NULL, NULL, "rna_Brush_mode_poll");
RNA_def_property_ui_text(prop, "Brush", "Active Brush");
RNA_def_property_update(prop, 0, "rna_Paint_brush_update");
prop = RNA_def_property(srna, "palette", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_pointer_funcs(prop, NULL, NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Palette", "Active Palette");
prop = RNA_def_property(srna, "show_brush", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", PAINT_SHOW_BRUSH);
RNA_def_property_ui_text(prop, "Show Brush", "");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "show_brush_on_surface", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", PAINT_SHOW_BRUSH_ON_SURFACE);
RNA_def_property_ui_text(prop, "Show Brush On Surface", "");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "show_low_resolution", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", PAINT_FAST_NAVIGATE);
RNA_def_property_ui_text(prop, "Fast Navigate", "For multires, show low resolution while navigating the view");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "input_samples", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "num_input_samples");
RNA_def_property_ui_range(prop, 1, PAINT_MAX_INPUT_SAMPLES, 0, -1);
RNA_def_property_ui_text(prop, "Input Samples", "Average multiple input samples together to smooth the brush stroke");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_symmetry_x", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_SYMM_X);
RNA_def_property_ui_text(prop, "Symmetry X", "Mirror brush across the X axis");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_symmetry_y", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_SYMM_Y);
RNA_def_property_ui_text(prop, "Symmetry Y", "Mirror brush across the Y axis");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_symmetry_z", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_SYMM_Z);
RNA_def_property_ui_text(prop, "Symmetry Z", "Mirror brush across the Z axis");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_symmetry_feather", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_SYMMETRY_FEATHER);
RNA_def_property_ui_text(prop, "Symmetry Feathering",
"Reduce the strength of the brush where it overlaps symmetrical daubs");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "cavity_curve", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_NEVER_NULL);
RNA_def_property_ui_text(prop, "Curve", "Editable cavity curve");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_cavity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", PAINT_USE_CAVITY_MASK);
RNA_def_property_ui_text(prop, "Cavity Mask", "Mask painting according to mesh geometry cavity");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "tile_offset", PROP_FLOAT, PROP_XYZ);
RNA_def_property_float_sdna(prop, NULL, "tile_offset");
RNA_def_property_array(prop, 3);
RNA_def_property_range(prop, 0.01, FLT_MAX);
RNA_def_property_ui_range(prop, 0.01, 100, 1 * 100, 2);
RNA_def_property_ui_text(prop, "Tiling offset for the X Axis",
"Stride at which tiled strokes are copied");
prop = RNA_def_property(srna, "tile_x", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_TILE_X);
RNA_def_property_ui_text(prop, "Tile X", "Tile along X axis");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "tile_y", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_TILE_Y);
RNA_def_property_ui_text(prop, "Tile Y", "Tile along Y axis");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "tile_z", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "symmetry_flags", PAINT_TILE_Z);
RNA_def_property_ui_text(prop, "Tile Z", "Tile along Z axis");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
}
static void rna_def_sculpt(BlenderRNA *brna)
{
static EnumPropertyItem detail_refine_items[] = {
{SCULPT_DYNTOPO_SUBDIVIDE, "SUBDIVIDE", 0,
"Subdivide Edges", "Subdivide long edges to add mesh detail where needed"},
{SCULPT_DYNTOPO_COLLAPSE, "COLLAPSE", 0,
"Collapse Edges", "Collapse short edges to remove mesh detail where possible"},
2013-12-10 13:44:46 +11:00
{SCULPT_DYNTOPO_SUBDIVIDE | SCULPT_DYNTOPO_COLLAPSE, "SUBDIVIDE_COLLAPSE", 0,
"Subdivide Collapse", "Both subdivide long edges and collapse short edges to refine mesh detail"},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem detail_type_items[] = {
{0, "RELATIVE", 0,
"Relative Detail", "Mesh detail is relative to the brush size and detail size"},
{SCULPT_DYNTOPO_DETAIL_CONSTANT, "CONSTANT", 0,
"Constant Detail", "Mesh detail is constant in object space according to detail size"},
{SCULPT_DYNTOPO_DETAIL_BRUSH, "BRUSH", 0,
"Brush Detail", "Mesh detail is relative to brush radius"},
{0, NULL, 0, NULL, NULL}
};
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "Sculpt", "Paint");
RNA_def_struct_path_func(srna, "rna_Sculpt_path");
RNA_def_struct_ui_text(srna, "Sculpt", "");
prop = RNA_def_property(srna, "radial_symmetry", PROP_INT, PROP_XYZ);
RNA_def_property_int_sdna(prop, NULL, "radial_symm");
RNA_def_property_int_default(prop, 1);
RNA_def_property_range(prop, 1, 64);
RNA_def_property_ui_range(prop, 0, 32, 1, 1);
RNA_def_property_ui_text(prop, "Radial Symmetry Count X Axis",
"Number of times to copy strokes across the surface");
prop = RNA_def_property(srna, "lock_x", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_LOCK_X);
RNA_def_property_ui_text(prop, "Lock X", "Disallow changes to the X axis of vertices");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "lock_y", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_LOCK_Y);
RNA_def_property_ui_text(prop, "Lock Y", "Disallow changes to the Y axis of vertices");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "lock_z", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_LOCK_Z);
RNA_def_property_ui_text(prop, "Lock Z", "Disallow changes to the Z axis of vertices");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_threaded", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_USE_OPENMP);
RNA_def_property_ui_text(prop, "Use OpenMP",
"Take advantage of multiple CPU cores to improve sculpting performance");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_deform_only", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_ONLY_DEFORM);
RNA_def_property_ui_text(prop, "Use Deform Only",
"Use only deformation modifiers (temporary disable all "
"constructive modifiers except multi-resolution)");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_Sculpt_update");
prop = RNA_def_property(srna, "show_diffuse_color", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_SHOW_DIFFUSE);
RNA_def_property_ui_text(prop, "Show Diffuse Color",
"Show diffuse color of object and overlay sculpt mask on top of it");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_Sculpt_ShowDiffuseColor_update");
prop = RNA_def_property(srna, "detail_size", PROP_FLOAT, PROP_PIXEL);
RNA_def_property_ui_range(prop, 0.5, 40.0, 10, 2);
RNA_def_property_ui_text(prop, "Detail Size", "Maximum edge length for dynamic topology sculpting (in pixels)");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "detail_percent", PROP_FLOAT, PROP_PERCENTAGE);
RNA_def_property_ui_range(prop, 0.5, 100.0, 10, 2);
RNA_def_property_ui_text(prop, "Detail Percentage", "Maximum edge length for dynamic topology sculpting (in brush percenage)");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "constant_detail", PROP_FLOAT, PROP_PERCENTAGE);
RNA_def_property_range(prop, 0.001, 10000.0);
RNA_def_property_ui_range(prop, 0.1, 100.0, 10, 2);
RNA_def_property_ui_text(prop, "Detail Size", "Maximum edge length for dynamic topology sculpting (as percentage of blender unit)");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_smooth_shading", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flags", SCULPT_DYNTOPO_SMOOTH_SHADING);
RNA_def_property_ui_text(prop, "Smooth Shading",
2012-12-31 02:37:28 +00:00
"Show faces in dynamic-topology mode with smooth "
"shading rather than flat shaded");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_Sculpt_update");
prop = RNA_def_property(srna, "symmetrize_direction", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, rna_enum_symmetrize_direction_items);
RNA_def_property_ui_text(prop, "Direction", "Source and destination for symmetrize operator");
prop = RNA_def_property(srna, "detail_refine_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "flags");
RNA_def_property_enum_items(prop, detail_refine_items);
RNA_def_property_ui_text(prop, "Detail Refine Method",
"In dynamic-topology mode, how to add or remove mesh detail");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "detail_type_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "flags");
RNA_def_property_enum_items(prop, detail_type_items);
RNA_def_property_ui_text(prop, "Detail Type Method",
2014-03-07 13:28:39 +11:00
"In dynamic-topology mode, how mesh detail size is calculated");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "gravity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "gravity_factor");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_range(prop, 0.0f, 1.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Gravity", "Amount of gravity after each dab");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "gravity_object", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Orientation", "Object whose Z axis defines orientation of gravity");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
}
static void rna_def_uv_sculpt(BlenderRNA *brna)
{
StructRNA *srna;
srna = RNA_def_struct(brna, "UvSculpt", "Paint");
RNA_def_struct_path_func(srna, "rna_UvSculpt_path");
RNA_def_struct_ui_text(srna, "UV Sculpting", "");
}
/* use for weight paint too */
static void rna_def_vertex_paint(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "VertexPaint", "Paint");
RNA_def_struct_sdna(srna, "VPaint");
RNA_def_struct_path_func(srna, "rna_VertexPaint_path");
RNA_def_struct_ui_text(srna, "Vertex Paint", "Properties of vertex and weight paint mode");
/* vertex paint only */
prop = RNA_def_property(srna, "use_normal", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", VP_NORMALS);
RNA_def_property_ui_text(prop, "Normals", "Apply the vertex normal before painting");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_spray", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", VP_SPRAY);
RNA_def_property_ui_text(prop, "Spray", "Keep applying paint effect while holding mouse");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
/* weight paint only */
prop = RNA_def_property(srna, "use_group_restrict", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", VP_ONLYVGROUP);
2013-06-23 17:27:50 +00:00
RNA_def_property_ui_text(prop, "Restrict", "Restrict painting to vertices in the group");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
}
static void rna_def_image_paint(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
FunctionRNA *func;
static EnumPropertyItem paint_type_items[] = {
{IMAGEPAINT_MODE_MATERIAL, "MATERIAL", 0,
"Material", "Detect image slots from the material"},
{IMAGEPAINT_MODE_IMAGE, "IMAGE", 0,
"Image", "Set image for texture painting directly"},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "ImagePaint", "Paint");
RNA_def_struct_sdna(srna, "ImagePaintSettings");
RNA_def_struct_path_func(srna, "rna_ImagePaintSettings_path");
RNA_def_struct_ui_text(srna, "Image Paint", "Properties of image and texture painting mode");
/* functions */
func = RNA_def_function(srna, "detect_data", "rna_ImaPaint_detect_data");
RNA_def_function_ui_description(func, "Check if required texpaint data exist");
/* return type */
RNA_def_function_return(func, RNA_def_boolean(func, "ok", 1, "", ""));
/* booleans */
prop = RNA_def_property(srna, "use_occlude", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", IMAGEPAINT_PROJECT_XRAY);
RNA_def_property_ui_text(prop, "Occlude", "Only paint onto the faces directly under the brush (slower)");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_backface_culling", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", IMAGEPAINT_PROJECT_BACKFACE);
RNA_def_property_ui_text(prop, "Cull", "Ignore faces pointing away from the view (faster)");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_normal_falloff", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", IMAGEPAINT_PROJECT_FLAT);
RNA_def_property_ui_text(prop, "Normal", "Paint most on faces pointing towards the view");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_stencil_layer", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", IMAGEPAINT_PROJECT_LAYER_STENCIL);
RNA_def_property_ui_text(prop, "Stencil Layer", "Set the mask layer from the UV map buttons");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_viewport_update");
prop = RNA_def_property(srna, "invert_stencil", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", IMAGEPAINT_PROJECT_LAYER_STENCIL_INV);
RNA_def_property_ui_text(prop, "Invert", "Invert the stencil layer");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_viewport_update");
prop = RNA_def_property(srna, "stencil_image", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "stencil");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Stencil Image", "Image used as stencil");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_stencil_update");
prop = RNA_def_property(srna, "canvas", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Canvas", "Image used as canvas");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_canvas_update");
prop = RNA_def_property(srna, "clone_image", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "clone");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Clone Image", "Image used as clone source");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "stencil_color", PROP_FLOAT, PROP_COLOR_GAMMA);
RNA_def_property_range(prop, 0.0, 1.0);
RNA_def_property_float_sdna(prop, NULL, "stencil_col");
RNA_def_property_ui_text(prop, "Stencil Color", "Stencil color in the viewport");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_viewport_update");
prop = RNA_def_property(srna, "dither", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.0, 2.0);
RNA_def_property_ui_text(prop, "Dither", "Amount of dithering when painting on byte images");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, NULL);
prop = RNA_def_property(srna, "use_clone_layer", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", IMAGEPAINT_PROJECT_LAYER_CLONE);
RNA_def_property_ui_text(prop, "Clone Map",
"Use another UV map as clone source, otherwise use the 3D cursor as the source");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_viewport_update");
/* integers */
2013-12-13 04:39:15 +11:00
prop = RNA_def_property(srna, "seam_bleed", PROP_INT, PROP_PIXEL);
RNA_def_property_ui_range(prop, 0, 8, 0, -1);
RNA_def_property_ui_text(prop, "Bleed", "Extend paint beyond the faces UVs to reduce seams (in pixels, slower)");
prop = RNA_def_property(srna, "normal_angle", PROP_INT, PROP_UNSIGNED);
RNA_def_property_range(prop, 0, 90);
RNA_def_property_ui_text(prop, "Angle", "Paint most on faces pointing towards the view according to this angle");
prop = RNA_def_int_array(srna, "screen_grab_size", 2, NULL, 0, 0, "screen_grab_size",
"Size to capture the image for re-projecting", 0, 0);
RNA_def_property_range(prop, 512, 16384);
prop = RNA_def_property(srna, "mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, paint_type_items);
RNA_def_property_ui_text(prop, "Mode", "Mode of operation for projection painting");
RNA_def_property_update(prop, NC_SCENE | ND_TOOLSETTINGS, "rna_ImaPaint_mode_update");
/* Missing data */
prop = RNA_def_property(srna, "missing_uvs", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "missing_data", IMAGEPAINT_MISSING_UVS);
RNA_def_property_ui_text(prop, "Missing UVs",
"A UV layer is missing on the mesh");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "missing_materials", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "missing_data", IMAGEPAINT_MISSING_MATERIAL);
RNA_def_property_ui_text(prop, "Missing Materials",
"The mesh is missing materials");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "missing_stencil", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "missing_data", IMAGEPAINT_MISSING_STENCIL);
RNA_def_property_ui_text(prop, "Missing Stencil",
"Image Painting does not have a stencil");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
prop = RNA_def_property(srna, "missing_texture", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "missing_data", IMAGEPAINT_MISSING_TEX);
RNA_def_property_ui_text(prop, "Missing Texture",
"Image Painting does not have a texture to paint on");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
}
static void rna_def_particle_edit(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem select_mode_items[] = {
{SCE_SELECT_PATH, "PATH", ICON_PARTICLE_PATH, "Path", "Path edit mode"},
{SCE_SELECT_POINT, "POINT", ICON_PARTICLE_POINT, "Point", "Point select mode"},
{SCE_SELECT_END, "TIP", ICON_PARTICLE_TIP, "Tip", "Tip select mode"},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem puff_mode[] = {
2010-02-11 01:11:52 +00:00
{0, "ADD", 0, "Add", "Make hairs more puffy"},
{1, "SUB", 0, "Sub", "Make hairs less puffy"},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem length_mode[] = {
2010-02-11 01:11:52 +00:00
{0, "GROW", 0, "Grow", "Make hairs longer"},
{1, "SHRINK", 0, "Shrink", "Make hairs shorter"},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem edit_type_items[] = {
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
{PE_TYPE_PARTICLES, "PARTICLES", 0, "Particles", ""},
{PE_TYPE_SOFTBODY, "SOFT_BODY", 0, "Soft body", ""},
{PE_TYPE_CLOTH, "CLOTH", 0, "Cloth", ""},
{0, NULL, 0, NULL, NULL}
};
/* edit */
srna = RNA_def_struct(brna, "ParticleEdit", NULL);
RNA_def_struct_sdna(srna, "ParticleEditSettings");
RNA_def_struct_path_func(srna, "rna_ParticleEdit_path");
RNA_def_struct_ui_text(srna, "Particle Edit", "Properties of particle editing mode");
prop = RNA_def_property(srna, "tool", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "brushtype");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_enum_items(prop, particle_edit_hair_brush_items);
RNA_def_property_enum_funcs(prop, NULL, "rna_ParticleEdit_tool_set", "rna_ParticleEdit_tool_itemf");
RNA_def_property_ui_text(prop, "Tool", "");
prop = RNA_def_property(srna, "select_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "selectmode");
RNA_def_property_enum_items(prop, select_mode_items);
RNA_def_property_ui_text(prop, "Selection Mode", "Particle select and display mode");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_update");
prop = RNA_def_property(srna, "use_preserve_length", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_KEEP_LENGTHS);
RNA_def_property_ui_text(prop, "Keep Lengths", "Keep path lengths constant");
prop = RNA_def_property(srna, "use_preserve_root", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_LOCK_FIRST);
RNA_def_property_ui_text(prop, "Keep Root", "Keep root keys unmodified");
prop = RNA_def_property(srna, "use_emitter_deflect", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_DEFLECT_EMITTER);
RNA_def_property_ui_text(prop, "Deflect Emitter", "Keep paths from intersecting the emitter");
prop = RNA_def_property(srna, "emitter_distance", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_float_sdna(prop, NULL, "emitterdist");
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 10, 3);
RNA_def_property_ui_text(prop, "Emitter Distance", "Distance to keep particles away from the emitter");
prop = RNA_def_property(srna, "use_fade_time", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_FADE_TIME);
RNA_def_property_ui_text(prop, "Fade Time", "Fade paths and keys further away from current frame");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_update");
prop = RNA_def_property(srna, "use_auto_velocity", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_AUTO_VELOCITY);
RNA_def_property_ui_text(prop, "Auto Velocity", "Calculate point velocities automatically");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
prop = RNA_def_property(srna, "show_particles", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_DRAW_PART);
RNA_def_property_ui_text(prop, "Draw Particles", "Draw actual particles");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_redo");
prop = RNA_def_property(srna, "use_default_interpolate", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_INTERPOLATE_ADDED);
RNA_def_property_ui_text(prop, "Interpolate", "Interpolate new particles from the existing ones");
prop = RNA_def_property(srna, "default_key_count", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "totaddkey");
RNA_def_property_range(prop, 2, SHRT_MAX);
RNA_def_property_ui_range(prop, 2, 20, 10, 3);
RNA_def_property_ui_text(prop, "Keys", "How many keys to make new particles with");
prop = RNA_def_property(srna, "brush", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "ParticleBrush");
RNA_def_property_pointer_funcs(prop, "rna_ParticleEdit_brush_get", NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Brush", "");
prop = RNA_def_property(srna, "draw_step", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 1, 10);
RNA_def_property_ui_text(prop, "Steps", "How many steps to draw the path with");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_redo");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
prop = RNA_def_property(srna, "fade_frames", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 1, 100);
RNA_def_property_ui_text(prop, "Frames", "How many frames to fade");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_update");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
prop = RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_enum_sdna(prop, NULL, "edittype");
RNA_def_property_enum_items(prop, edit_type_items);
RNA_def_property_ui_text(prop, "Type", "");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_redo");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
prop = RNA_def_property(srna, "is_editable", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_funcs(prop, "rna_ParticleEdit_editable_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Editable", "A valid edit mode exists");
prop = RNA_def_property(srna, "is_hair", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_funcs(prop, "rna_ParticleEdit_hair_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Hair", "Editing hair");
prop = RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Object", "The edited object");
prop = RNA_def_property(srna, "shape_object", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Shape Object", "Outer shape to use for tools");
RNA_def_property_pointer_funcs(prop, NULL, NULL, NULL, "rna_Mesh_object_poll");
RNA_def_property_update(prop, NC_OBJECT | ND_DRAW, "rna_ParticleEdit_redo");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
/* brush */
srna = RNA_def_struct(brna, "ParticleBrush", NULL);
RNA_def_struct_sdna(srna, "ParticleBrushData");
2013-01-22 13:47:44 +00:00
RNA_def_struct_path_func(srna, "rna_ParticleBrush_path");
RNA_def_struct_ui_text(srna, "Particle Brush", "Particle editing brush");
2013-12-13 04:39:15 +11:00
prop = RNA_def_property(srna, "size", PROP_INT, PROP_PIXEL);
RNA_def_property_range(prop, 1, SHRT_MAX);
RNA_def_property_ui_range(prop, 1, MAX_BRUSH_PIXEL_RADIUS, 10, 3);
RNA_def_property_ui_text(prop, "Radius", "Radius of the brush in pixels");
prop = RNA_def_property(srna, "strength", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_range(prop, 0.001, 1.0);
RNA_def_property_ui_text(prop, "Strength", "Brush strength");
prop = RNA_def_property(srna, "count", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 1, 1000);
RNA_def_property_ui_range(prop, 1, 100, 10, 3);
RNA_def_property_ui_text(prop, "Count", "Particle count");
prop = RNA_def_property(srna, "steps", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "step");
RNA_def_property_range(prop, 1, SHRT_MAX);
RNA_def_property_ui_range(prop, 1, 50, 10, 3);
RNA_def_property_ui_text(prop, "Steps", "Brush steps");
prop = RNA_def_property(srna, "puff_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "invert");
RNA_def_property_enum_items(prop, puff_mode);
RNA_def_property_ui_text(prop, "Puff Mode", "");
prop = RNA_def_property(srna, "use_puff_volume", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PE_BRUSH_DATA_PUFF_VOLUME);
RNA_def_property_ui_text(prop, "Puff Volume",
"Apply puff to unselected end-points (helps maintain hair volume when puffing root)");
prop = RNA_def_property(srna, "length_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "invert");
RNA_def_property_enum_items(prop, length_mode);
RNA_def_property_ui_text(prop, "Length Mode", "");
/* dummy */
prop = RNA_def_property(srna, "curve", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "CurveMapping");
RNA_def_property_pointer_funcs(prop, "rna_ParticleBrush_curve_get", NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Curve", "");
}
static void rna_def_gpencil_sculpt(BlenderRNA *brna)
{
2015-12-13 19:50:59 +11:00
static EnumPropertyItem prop_direction_items[] = {
{0, "ADD", 0, "Add", "Add effect of brush"},
{GP_EDITBRUSH_FLAG_INVERT, "SUBTRACT", 0, "Subtract", "Subtract effect of brush"},
{0, NULL, 0, NULL, NULL}};
StructRNA *srna;
PropertyRNA *prop;
/* == Settings == */
srna = RNA_def_struct(brna, "GPencilSculptSettings", NULL);
RNA_def_struct_sdna(srna, "GP_BrushEdit_Settings");
RNA_def_struct_path_func(srna, "rna_GPencilSculptSettings_path");
RNA_def_struct_ui_text(srna, "GPencil Sculpt Settings", "Properties for Grease Pencil stroke sculpting tool");
prop = RNA_def_property(srna, "tool", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "brushtype");
RNA_def_property_enum_items(prop, rna_enum_gpencil_sculpt_brush_items);
RNA_def_property_ui_text(prop, "Tool", "");
prop = RNA_def_property(srna, "brush", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "GPencilSculptBrush");
RNA_def_property_pointer_funcs(prop, "rna_GPencilSculptSettings_brush_get", NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Brush", "");
prop = RNA_def_property(srna, "use_select_mask", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", GP_BRUSHEDIT_FLAG_SELECT_MASK);
RNA_def_property_ui_text(prop, "Selection Mask", "Only sculpt selected stroke points");
RNA_def_property_ui_icon(prop, ICON_VERTEXSEL, 0); // FIXME: this needs a custom icon
/* brush */
srna = RNA_def_struct(brna, "GPencilSculptBrush", NULL);
RNA_def_struct_sdna(srna, "GP_EditBrush_Data");
RNA_def_struct_path_func(srna, "rna_GPencilSculptBrush_path");
RNA_def_struct_ui_text(srna, "GPencil Sculpt Brush", "Stroke editing brush");
prop = RNA_def_property(srna, "size", PROP_INT, PROP_PIXEL);
RNA_def_property_range(prop, 1, MAX_BRUSH_PIXEL_RADIUS);
RNA_def_property_ui_range(prop, 1, 100, 10, 3); // XXX: too big
RNA_def_property_ui_text(prop, "Radius", "Radius of the brush in pixels");
prop = RNA_def_property(srna, "strength", PROP_FLOAT, PROP_FACTOR);
RNA_def_property_range(prop, 0.001, 1.0);
RNA_def_property_ui_text(prop, "Strength", "Brush strength");
prop = RNA_def_property(srna, "use_pressure_strength", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", GP_EDITBRUSH_FLAG_USE_PRESSURE);
RNA_def_property_ui_icon(prop, ICON_STYLUS_PRESSURE, 0);
RNA_def_property_ui_text(prop, "Strength Pressure", "Enable tablet pressure sensitivity for strength");
prop = RNA_def_property(srna, "use_falloff", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", GP_EDITBRUSH_FLAG_USE_FALLOFF);
RNA_def_property_ui_text(prop, "Use Falloff", "Strength of brush decays with distance from cursor");
prop = RNA_def_property(srna, "affect_pressure", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", GP_EDITBRUSH_FLAG_SMOOTH_PRESSURE);
RNA_def_property_ui_text(prop, "Affect Pressure", "Affect pressure values as well when smoothing strokes");
prop = RNA_def_property(srna, "direction", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_bitflag_sdna(prop, NULL, "flag");
RNA_def_property_enum_items(prop, prop_direction_items);
RNA_def_property_ui_text(prop, "Direction", "");
}
void RNA_def_sculpt_paint(BlenderRNA *brna)
{
/* *** Non-Animated *** */
RNA_define_animate_sdna(false);
rna_def_paint_curve(brna);
rna_def_paint(brna);
rna_def_sculpt(brna);
rna_def_uv_sculpt(brna);
rna_def_vertex_paint(brna);
rna_def_image_paint(brna);
rna_def_particle_edit(brna);
rna_def_gpencil_sculpt(brna);
RNA_define_animate_sdna(true);
}
#endif