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blender-archive/scripts/startup/bl_ui/properties_object.py
Jacques Lucke 05ddbc20b8 Simulation Nodes: bake simulation states to disk
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
2023-04-22 14:48:43 +02:00

436 lines
14 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from bl_ui.properties_animviz import (
MotionPathButtonsPanel,
MotionPathButtonsPanel_display,
)
import bpy
from bpy.types import Panel, Menu
from rna_prop_ui import PropertyPanel
class ObjectButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class OBJECT_PT_context_object(ObjectButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
space = context.space_data
if space.use_pin_id:
layout.template_ID(space, "pin_id")
else:
row = layout.row()
row.template_ID(context.view_layer.objects, "active", filter='AVAILABLE')
class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
col = layout.column()
row = col.row(align=True)
row.prop(ob, "location")
row.use_property_decorate = False
row.prop(ob, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
rotation_mode = ob.rotation_mode
if rotation_mode == 'QUATERNION':
col = layout.column()
row = col.row(align=True)
row.prop(ob, "rotation_quaternion", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(ob, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif rotation_mode == 'AXIS_ANGLE':
col = layout.column()
row = col.row(align=True)
row.prop(ob, "rotation_axis_angle", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(ob, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
else:
col = layout.column()
row = col.row(align=True)
row.prop(ob, "rotation_euler", text="Rotation")
row.use_property_decorate = False
row.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
row = layout.row(align=True)
row.prop(ob, "rotation_mode", text="Mode")
row.label(text="", icon='BLANK1')
col = layout.column()
row = col.row(align=True)
row.prop(ob, "scale")
row.use_property_decorate = False
row.prop(ob, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
bl_label = "Delta Transform"
bl_parent_id = "OBJECT_PT_transform"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
col = layout.column()
col.prop(ob, "delta_location", text="Location")
rotation_mode = ob.rotation_mode
if rotation_mode == 'QUATERNION':
col.prop(ob, "delta_rotation_quaternion", text="Rotation")
elif rotation_mode == 'AXIS_ANGLE':
pass
else:
col.prop(ob, "delta_rotation_euler", text="Rotation")
col.prop(ob, "delta_scale", text="Scale")
class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
bl_label = "Relations"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
ob = context.object
col = flow.column()
col.prop(ob, "parent")
sub = col.column()
sub.prop(ob, "parent_type")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.prop_search(ob, "parent_bone", parent.data, "bones")
sub.active = (parent is not None)
sub.prop(ob, "use_camera_lock_parent")
col.separator()
col = flow.column()
col.prop(ob, "track_axis", text="Tracking Axis")
col.prop(ob, "up_axis", text="Up Axis")
col.separator()
col = flow.column()
col.prop(ob, "pass_index")
class COLLECTION_MT_context_menu(Menu):
bl_label = "Collection Specials"
def draw(self, _context):
layout = self.layout
layout.operator("object.collection_unlink", icon='X')
layout.operator("object.collection_objects_select")
layout.operator("object.instance_offset_from_cursor")
class OBJECT_PT_collections(ObjectButtonsPanel, Panel):
bl_label = "Collections"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row(align=True)
if bpy.data.collections:
row.operator("object.collection_link", text="Add to Collection")
else:
row.operator("object.collection_add", text="Add to Collection")
row.operator("object.collection_add", text="", icon='ADD')
for collection in obj.users_collection:
col = layout.column(align=True)
col.context_pointer_set("collection", collection)
row = col.box().row()
row.prop(collection, "name", text="")
row.operator("object.collection_remove", text="", icon='X', emboss=False)
row.menu("COLLECTION_MT_context_menu", icon='DOWNARROW_HLT', text="")
row = col.box().row()
row.prop(collection, "instance_offset", text="")
class OBJECT_PT_display(ObjectButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
def draw(self, context):
layout = self.layout
layout.use_property_split = True
obj = context.object
obj_type = obj.type
is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT', 'VOLUME', 'CURVES', 'POINTCLOUD'})
has_bounds = (is_geometry or obj_type in {'LATTICE', 'ARMATURE'})
is_wire = (obj_type in {'CAMERA', 'EMPTY'})
is_empty_image = (obj_type == 'EMPTY' and obj.empty_display_type == 'IMAGE')
is_dupli = (obj.instance_type != 'NONE')
is_gpencil = (obj_type == 'GPENCIL')
col = layout.column(heading="Show")
col.prop(obj, "show_name", text="Name")
col.prop(obj, "show_axis", text="Axes")
# Makes no sense for cameras, armatures, etc.!
# but these settings do apply to dupli instances
if is_geometry or is_dupli:
col.prop(obj, "show_wire", text="Wireframe")
if obj_type == 'MESH' or is_dupli:
col.prop(obj, "show_all_edges", text="All Edges")
if is_geometry:
col.prop(obj, "show_texture_space", text="Texture Space")
col.prop(obj.display, "show_shadows", text="Shadow")
col.prop(obj, "show_in_front", text="In Front")
# if obj_type == 'MESH' or is_empty_image:
# col.prop(obj, "show_transparent", text="Transparency")
sub = layout.column()
if is_wire:
# wire objects only use the max. display type for duplis
sub.active = is_dupli
sub.prop(obj, "display_type", text="Display As")
if is_geometry or is_dupli or is_empty_image or is_gpencil:
# Only useful with object having faces/materials...
col.prop(obj, "color")
if has_bounds:
col = layout.column(align=False, heading="Bounds")
col.use_property_decorate = False
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(obj, "show_bounds", text="")
sub = sub.row(align=True)
sub.active = obj.show_bounds or (obj.display_type == 'BOUNDS')
sub.prop(obj, "display_bounds_type", text="")
row.prop_decorator(obj, "display_bounds_type")
class OBJECT_PT_baking(ObjectButtonsPanel, Panel):
bl_label = "Baking"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
col = layout.column()
col.label(text="Simulation Nodes Cache:")
col.operator("object.simulation_nodes_cache_bake", text="Bake").selected = True
col.operator("object.simulation_nodes_cache_delete", text="Delete").selected = True
class OBJECT_PT_instancing(ObjectButtonsPanel, Panel):
bl_label = "Instancing"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
# FONT objects need (vertex) instancing for the "Object Font" feature.
return (ob.type in {'MESH', 'EMPTY', 'FONT'})
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.prop(ob, "instance_type", expand=True)
layout.use_property_split = True
if ob.instance_type == 'VERTS':
layout.prop(ob, "use_instance_vertices_rotation", text="Align to Vertex Normal")
elif ob.instance_type == 'COLLECTION':
col = layout.column()
col.prop(ob, "instance_collection", text="Collection")
if ob.instance_type != 'NONE' or ob.particle_systems:
col = layout.column(heading="Show Instancer", align=True)
col.prop(ob, "show_instancer_for_viewport", text="Viewport")
col.prop(ob, "show_instancer_for_render", text="Render")
class OBJECT_PT_instancing_size(ObjectButtonsPanel, Panel):
bl_label = "Scale by Face Size"
bl_parent_id = "OBJECT_PT_instancing"
@classmethod
def poll(cls, context):
ob = context.object
return ob.instance_type == 'FACES'
def draw_header(self, context):
ob = context.object
self.layout.prop(ob, "use_instance_faces_scale", text="")
def draw(self, context):
layout = self.layout
ob = context.object
layout.use_property_split = True
layout.active = ob.use_instance_faces_scale
layout.prop(ob, "instance_faces_scale", text="Factor")
class OBJECT_PT_lineart(ObjectButtonsPanel, Panel):
bl_label = "Line Art"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
@classmethod
def poll(cls, context):
ob = context.object
return (ob.type in {'MESH', 'FONT', 'CURVE', 'SURFACE'})
def draw(self, context):
layout = self.layout
lineart = context.object.lineart
layout.use_property_split = True
layout.prop(lineart, "usage")
layout.use_property_split = True
row = layout.row(heading="Override Crease")
row.prop(lineart, "use_crease_override", text="")
subrow = row.row()
subrow.active = lineart.use_crease_override
subrow.prop(lineart, "crease_threshold", slider=True, text="")
row = layout.row(heading="Intersection Priority")
row.prop(lineart, "use_intersection_priority_override", text="")
subrow = row.row()
subrow.active = lineart.use_intersection_priority_override
subrow.prop(lineart, "intersection_priority", text="")
class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
# bl_label = "Object Motion Paths"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.animation_visualization
mpath = ob.motion_path
self.draw_settings(context, avs, mpath)
class OBJECT_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
# bl_label = "Object Motion Paths"
bl_context = "object"
bl_parent_id = "OBJECT_PT_motion_paths"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.animation_visualization
mpath = ob.motion_path
self.draw_settings(context, avs, mpath)
class OBJECT_PT_visibility(ObjectButtonsPanel, Panel):
bl_label = "Visibility"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
@classmethod
def poll(cls, context):
return (context.object) and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout = self.layout
ob = context.object
layout.prop(ob, "hide_select", text="Selectable", toggle=False, invert_checkbox=True)
col = layout.column(heading="Show In")
col.prop(ob, "hide_viewport", text="Viewports", toggle=False, invert_checkbox=True)
col.prop(ob, "hide_render", text="Renders", toggle=False, invert_checkbox=True)
if context.object.type == 'GPENCIL':
col = layout.column(heading="Grease Pencil")
col.prop(ob, "use_grease_pencil_lights", toggle=False)
layout.separator()
col = layout.column(heading="Mask")
col.prop(ob, "is_holdout")
class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'BLENDER_WORKBENCH_NEXT'}
_context_path = "object"
_property_type = bpy.types.Object
classes = (
OBJECT_PT_context_object,
OBJECT_PT_transform,
OBJECT_PT_delta_transform,
OBJECT_PT_relations,
COLLECTION_MT_context_menu,
OBJECT_PT_collections,
OBJECT_PT_instancing,
OBJECT_PT_instancing_size,
OBJECT_PT_motion_paths,
OBJECT_PT_motion_paths_display,
OBJECT_PT_display,
OBJECT_PT_baking,
OBJECT_PT_visibility,
OBJECT_PT_lineart,
OBJECT_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)