This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/release/scripts/startup/bl_ui/properties_scene.py
Sergey Sharybin 27d42c63d9 Camera tracking integration
===========================

Commiting camera tracking integration gsoc project into trunk.

This commit includes:

- Bundled version of libmv library (with some changes against official repo,
  re-sync with libmv repo a bit later)
- New datatype ID called MovieClip which is optimized to work with movie
  clips (both of movie files and image sequences) and doing camera/motion
  tracking operations.
- New editor called Clip Editor which is currently used for motion/tracking
  stuff only, but which can be easily extended to work with masks too.

  This editor supports:
  * Loading movie files/image sequences
  * Build proxies with different size for loaded movie clip, also supports
    building undistorted proxies to increase speed of playback in
    undistorted mode.
  * Manual lens distortion mode calibration using grid and grease pencil
  * Supervised 2D tracking using two different algorithms KLT and SAD.
  * Basic algorithm for feature detection
  * Camera motion solving. scene orientation

- New constraints to "link" scene objects with solved motions from clip:

  * Follow Track (make object follow 2D motion of track with given name
    or parent object to reconstructed 3D position of track)
  * Camera Solver to make camera moving in the same way as reconstructed camera

This commit NOT includes changes from tomato branch:

- New nodes (they'll be commited as separated patch)
- Automatic image offset guessing for image input node and image editor
  (need to do more tests and gather more feedback)
- Code cleanup in libmv-capi. It's not so critical cleanup, just increasing
  readability and understanadability of code. Better to make this chaneg when
  Keir will finish his current patch.

More details about this project can be found on this page:
    http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011

Further development of small features would be done in trunk, bigger/experimental
features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00

238 lines
6.8 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
class SceneButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(cls, context):
return context.scene
class SCENE_PT_scene(SceneButtonsPanel, Panel):
bl_label = "Scene"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "camera")
layout.prop(scene, "background_set", text="Background")
class SCENE_PT_audio(SceneButtonsPanel, Panel):
bl_label = "Audio"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = context.scene.render
layout.prop(scene, "audio_volume")
layout.operator("sound.bake_animation")
split = layout.split()
col = split.column()
col.label("Listener:")
col.prop(scene, "audio_distance_model", text="")
col.prop(scene, "audio_doppler_speed", text="Speed")
col.prop(scene, "audio_doppler_factor", text="Doppler")
col = split.column()
col.label("Format:")
col.prop(rd, "ffmpeg_audio_channels", text="")
col.prop(rd, "ffmpeg_audio_mixrate", text="Rate")
layout.operator("sound.mixdown")
class SCENE_PT_unit(SceneButtonsPanel, Panel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
col.row().prop(unit, "system", expand=True)
col.row().prop(unit, "system_rotation", expand=True)
row = layout.row()
row.active = (unit.system != 'NONE')
row.prop(unit, "scale_length", text="Scale")
row.prop(unit, "use_separate")
class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
bl_label = "Keying Sets"
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
ks = scene.keying_sets.active
if ks and ks.is_path_absolute:
row = layout.row()
col = row.column()
col.prop(ks, "name")
subcol = col.column()
subcol.operator_context = 'INVOKE_DEFAULT'
subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
col = row.column()
col.label(text="Keyframing Settings:")
col.prop(ks, "bl_options")
class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
bl_label = "Active Keying Set"
@classmethod
def poll(cls, context):
ks = context.scene.keying_sets.active
return (ks and ks.is_path_absolute)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.keying_sets.active
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks.paths, "active_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
ksp = ks.paths.active
if ksp:
col = layout.column()
col.label(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "data_path", ksp.id)
row = layout.row()
col = row.column()
col.label(text="Array Target:")
col.prop(ksp, "use_entire_array")
if ksp.use_entire_array is False:
col.prop(ksp, "array_index")
col = row.column()
col.label(text="F-Curve Grouping:")
col.prop(ksp, "group_method")
if ksp.group_method == 'NAMED':
col.prop(ksp, "group")
col.prop(ksp, "bl_options")
class SCENE_PT_physics(SceneButtonsPanel, Panel):
bl_label = "Gravity"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.use_gravity
layout.prop(scene, "gravity", text="")
class SCENE_PT_simplify(SceneButtonsPanel, Panel):
bl_label = "Simplify"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
scene = context.scene
rd = scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.active = rd.use_simplify
split = layout.split()
col = split.column()
col.prop(rd, "simplify_subdivision", text="Subdivision")
col.prop(rd, "simplify_child_particles", text="Child Particles")
col.prop(rd, "use_simplify_triangulate")
col = split.column()
col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
class SCENE_PT_movie_clip(SceneButtonsPanel, Panel):
bl_label = "Movie Clip"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "active_clip", text="Active Clip")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "scene"
_property_type = bpy.types.Scene
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)