This adds baking support to simulation nodes. The following features are supported: * Bake simulation nodes of selected objects from the new "Baking" panel in the object properties. * Free baked/cached simulation data. * The bake is stored on disk in a folder next to the .blend file (so it's necessary to save before baking works). * Baked data is detected automatically when reloading the file. * The data stored on disk is partially deduplicated. Only duplicates that can be detected using implicit-sharing are taken into account. * The baked data can contain meshes, curves, pointclouds and instances. * The simulation state is written using a combination raw binary files for the data arrays and `.json` for meta data. Other formats besides `.json` could be used (most code is agnostic to that), but json is the easiest to use right now and seems to be good enough the common use cases (note that the size of the `.json` files do not depend on how large e.g. the baked mesh is). * During baking, there is a progress bar and it can be interrupted using escape. Limitations: * Volumes are not written to disk yet. * Currently it always bakes the entire scene frame range. * Baking subframes is supported internally, but is not exposed in the UI. * Currently, all attributes are written, but that is likely not necessary in most cases (e.g. selection attributes are written as well). Pull Request: blender/blender#106937
436 lines
14 KiB
Python
436 lines
14 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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from bl_ui.properties_animviz import (
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MotionPathButtonsPanel,
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MotionPathButtonsPanel_display,
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)
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import bpy
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from bpy.types import Panel, Menu
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from rna_prop_ui import PropertyPanel
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class ObjectButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "object"
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class OBJECT_PT_context_object(ObjectButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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space = context.space_data
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if space.use_pin_id:
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layout.template_ID(space, "pin_id")
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else:
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row = layout.row()
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row.template_ID(context.view_layer.objects, "active", filter='AVAILABLE')
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class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
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bl_label = "Transform"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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col = layout.column()
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row = col.row(align=True)
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row.prop(ob, "location")
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row.use_property_decorate = False
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row.prop(ob, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
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rotation_mode = ob.rotation_mode
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if rotation_mode == 'QUATERNION':
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col = layout.column()
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row = col.row(align=True)
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row.prop(ob, "rotation_quaternion", text="Rotation")
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sub = row.column(align=True)
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sub.use_property_decorate = False
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sub.prop(ob, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
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sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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elif rotation_mode == 'AXIS_ANGLE':
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col = layout.column()
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row = col.row(align=True)
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row.prop(ob, "rotation_axis_angle", text="Rotation")
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sub = row.column(align=True)
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sub.use_property_decorate = False
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sub.prop(ob, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
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sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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else:
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col = layout.column()
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row = col.row(align=True)
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row.prop(ob, "rotation_euler", text="Rotation")
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row.use_property_decorate = False
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row.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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row = layout.row(align=True)
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row.prop(ob, "rotation_mode", text="Mode")
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row.label(text="", icon='BLANK1')
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col = layout.column()
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row = col.row(align=True)
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row.prop(ob, "scale")
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row.use_property_decorate = False
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row.prop(ob, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
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class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
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bl_label = "Delta Transform"
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bl_parent_id = "OBJECT_PT_transform"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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col = layout.column()
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col.prop(ob, "delta_location", text="Location")
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rotation_mode = ob.rotation_mode
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if rotation_mode == 'QUATERNION':
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col.prop(ob, "delta_rotation_quaternion", text="Rotation")
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elif rotation_mode == 'AXIS_ANGLE':
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pass
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else:
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col.prop(ob, "delta_rotation_euler", text="Rotation")
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col.prop(ob, "delta_scale", text="Scale")
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class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
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bl_label = "Relations"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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ob = context.object
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col = flow.column()
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col.prop(ob, "parent")
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sub = col.column()
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sub.prop(ob, "parent_type")
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parent = ob.parent
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if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
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sub.prop_search(ob, "parent_bone", parent.data, "bones")
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sub.active = (parent is not None)
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sub.prop(ob, "use_camera_lock_parent")
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col.separator()
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col = flow.column()
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col.prop(ob, "track_axis", text="Tracking Axis")
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col.prop(ob, "up_axis", text="Up Axis")
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col.separator()
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col = flow.column()
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col.prop(ob, "pass_index")
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class COLLECTION_MT_context_menu(Menu):
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bl_label = "Collection Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("object.collection_unlink", icon='X')
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layout.operator("object.collection_objects_select")
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layout.operator("object.instance_offset_from_cursor")
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class OBJECT_PT_collections(ObjectButtonsPanel, Panel):
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bl_label = "Collections"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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obj = context.object
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row = layout.row(align=True)
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if bpy.data.collections:
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row.operator("object.collection_link", text="Add to Collection")
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else:
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row.operator("object.collection_add", text="Add to Collection")
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row.operator("object.collection_add", text="", icon='ADD')
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for collection in obj.users_collection:
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col = layout.column(align=True)
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col.context_pointer_set("collection", collection)
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row = col.box().row()
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row.prop(collection, "name", text="")
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row.operator("object.collection_remove", text="", icon='X', emboss=False)
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row.menu("COLLECTION_MT_context_menu", icon='DOWNARROW_HLT', text="")
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row = col.box().row()
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row.prop(collection, "instance_offset", text="")
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class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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obj = context.object
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obj_type = obj.type
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is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'VOLUME', 'CURVES', 'POINTCLOUD'})
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has_bounds = (is_geometry or obj_type in {'LATTICE', 'ARMATURE'})
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is_wire = (obj_type in {'CAMERA', 'EMPTY'})
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is_empty_image = (obj_type == 'EMPTY' and obj.empty_display_type == 'IMAGE')
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is_dupli = (obj.instance_type != 'NONE')
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is_gpencil = (obj_type == 'GPENCIL')
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col = layout.column(heading="Show")
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col.prop(obj, "show_name", text="Name")
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col.prop(obj, "show_axis", text="Axes")
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# Makes no sense for cameras, armatures, etc.!
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# but these settings do apply to dupli instances
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if is_geometry or is_dupli:
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col.prop(obj, "show_wire", text="Wireframe")
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if obj_type == 'MESH' or is_dupli:
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col.prop(obj, "show_all_edges", text="All Edges")
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if is_geometry:
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col.prop(obj, "show_texture_space", text="Texture Space")
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col.prop(obj.display, "show_shadows", text="Shadow")
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col.prop(obj, "show_in_front", text="In Front")
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# if obj_type == 'MESH' or is_empty_image:
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# col.prop(obj, "show_transparent", text="Transparency")
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sub = layout.column()
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if is_wire:
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# wire objects only use the max. display type for duplis
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sub.active = is_dupli
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sub.prop(obj, "display_type", text="Display As")
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if is_geometry or is_dupli or is_empty_image or is_gpencil:
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# Only useful with object having faces/materials...
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col.prop(obj, "color")
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if has_bounds:
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col = layout.column(align=False, heading="Bounds")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(obj, "show_bounds", text="")
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sub = sub.row(align=True)
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sub.active = obj.show_bounds or (obj.display_type == 'BOUNDS')
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sub.prop(obj, "display_bounds_type", text="")
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row.prop_decorator(obj, "display_bounds_type")
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class OBJECT_PT_baking(ObjectButtonsPanel, Panel):
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bl_label = "Baking"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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col = layout.column()
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col.label(text="Simulation Nodes Cache:")
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col.operator("object.simulation_nodes_cache_bake", text="Bake").selected = True
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col.operator("object.simulation_nodes_cache_delete", text="Delete").selected = True
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class OBJECT_PT_instancing(ObjectButtonsPanel, Panel):
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bl_label = "Instancing"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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# FONT objects need (vertex) instancing for the "Object Font" feature.
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return (ob.type in {'MESH', 'EMPTY', 'FONT'})
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def draw(self, context):
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layout = self.layout
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ob = context.object
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row = layout.row()
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row.prop(ob, "instance_type", expand=True)
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layout.use_property_split = True
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if ob.instance_type == 'VERTS':
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layout.prop(ob, "use_instance_vertices_rotation", text="Align to Vertex Normal")
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elif ob.instance_type == 'COLLECTION':
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col = layout.column()
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col.prop(ob, "instance_collection", text="Collection")
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if ob.instance_type != 'NONE' or ob.particle_systems:
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col = layout.column(heading="Show Instancer", align=True)
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col.prop(ob, "show_instancer_for_viewport", text="Viewport")
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col.prop(ob, "show_instancer_for_render", text="Render")
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class OBJECT_PT_instancing_size(ObjectButtonsPanel, Panel):
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bl_label = "Scale by Face Size"
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bl_parent_id = "OBJECT_PT_instancing"
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@classmethod
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def poll(cls, context):
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ob = context.object
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return ob.instance_type == 'FACES'
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def draw_header(self, context):
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ob = context.object
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self.layout.prop(ob, "use_instance_faces_scale", text="")
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def draw(self, context):
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layout = self.layout
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ob = context.object
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layout.use_property_split = True
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layout.active = ob.use_instance_faces_scale
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layout.prop(ob, "instance_faces_scale", text="Factor")
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class OBJECT_PT_lineart(ObjectButtonsPanel, Panel):
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bl_label = "Line Art"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob.type in {'MESH', 'FONT', 'CURVE', 'SURFACE'})
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def draw(self, context):
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layout = self.layout
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lineart = context.object.lineart
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layout.use_property_split = True
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layout.prop(lineart, "usage")
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layout.use_property_split = True
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row = layout.row(heading="Override Crease")
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row.prop(lineart, "use_crease_override", text="")
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subrow = row.row()
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subrow.active = lineart.use_crease_override
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subrow.prop(lineart, "crease_threshold", slider=True, text="")
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row = layout.row(heading="Intersection Priority")
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row.prop(lineart, "use_intersection_priority_override", text="")
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subrow = row.row()
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subrow.active = lineart.use_intersection_priority_override
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subrow.prop(lineart, "intersection_priority", text="")
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class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
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# bl_label = "Object Motion Paths"
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bl_context = "object"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.animation_visualization
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mpath = ob.motion_path
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self.draw_settings(context, avs, mpath)
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class OBJECT_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
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# bl_label = "Object Motion Paths"
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bl_context = "object"
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bl_parent_id = "OBJECT_PT_motion_paths"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.animation_visualization
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mpath = ob.motion_path
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self.draw_settings(context, avs, mpath)
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class OBJECT_PT_visibility(ObjectButtonsPanel, Panel):
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bl_label = "Visibility"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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@classmethod
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def poll(cls, context):
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return (context.object) and (context.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout = self.layout
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ob = context.object
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layout.prop(ob, "hide_select", text="Selectable", toggle=False, invert_checkbox=True)
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col = layout.column(heading="Show In")
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col.prop(ob, "hide_viewport", text="Viewports", toggle=False, invert_checkbox=True)
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col.prop(ob, "hide_render", text="Renders", toggle=False, invert_checkbox=True)
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if context.object.type == 'GPENCIL':
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col = layout.column(heading="Grease Pencil")
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col.prop(ob, "use_grease_pencil_lights", toggle=False)
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layout.separator()
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col = layout.column(heading="Mask")
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col.prop(ob, "is_holdout")
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class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
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_context_path = "object"
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_property_type = bpy.types.Object
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classes = (
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OBJECT_PT_context_object,
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OBJECT_PT_transform,
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OBJECT_PT_delta_transform,
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OBJECT_PT_relations,
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COLLECTION_MT_context_menu,
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OBJECT_PT_collections,
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OBJECT_PT_instancing,
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OBJECT_PT_instancing_size,
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OBJECT_PT_motion_paths,
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OBJECT_PT_motion_paths_display,
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OBJECT_PT_display,
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OBJECT_PT_baking,
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OBJECT_PT_visibility,
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OBJECT_PT_lineart,
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OBJECT_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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