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blender-archive/release/scripts/startup/bl_ui/properties_collection.py
Brecht Van Lommel b365cc017a 3D Viewport: move overlay settings from collections to 3D viewport.
For some we may add per object overrides, but for most we plan to keep them
strictly per viewport settings. Display settings from the mesh still need to
be moved here, only collections were done to remove that code.
2018-05-05 15:54:43 +02:00

98 lines
3.7 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
class CollectionButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "collection"
def get_collection_from_context(context):
active_object = context.active_object
if active_object and active_object.dupli_group and context.space_data.collection_context == 'GROUP':
group = active_object.dupli_group
return group.view_layer.collections.active
else:
return context.layer_collection
class COLLECTION_PT_context_collection(CollectionButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
space = context.space_data
active_object = context.active_object
if active_object and active_object.dupli_group:
split = layout.split(percentage=0.2)
split.row().prop(space, "collection_context", expand=True)
layout = split
collection = get_collection_from_context(context)
name = collection.name
if name == 'Master Collection':
layout.label(text=name, icon='COLLAPSEMENU')
else:
layout.prop(collection, "name", text="", icon='COLLAPSEMENU')
class COLLECTION_PT_clay_settings(CollectionButtonsPanel, Panel):
bl_label = "Render Settings"
COMPAT_ENGINES = {'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
return context.engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
scene_props = context.scene.collection_properties['BLENDER_CLAY']
collection = get_collection_from_context(context)
collection_props = collection.engine_overrides['BLENDER_CLAY']
col = layout.column()
col.template_override_property(collection_props, scene_props, "matcap_icon", custom_template="icon_view")
col.template_override_property(collection_props, scene_props, "matcap_rotation")
col.template_override_property(collection_props, scene_props, "matcap_hue")
col.template_override_property(collection_props, scene_props, "matcap_saturation")
col.template_override_property(collection_props, scene_props, "matcap_value")
col.template_override_property(collection_props, scene_props, "ssao_factor_cavity")
col.template_override_property(collection_props, scene_props, "ssao_factor_edge")
col.template_override_property(collection_props, scene_props, "ssao_distance")
col.template_override_property(collection_props, scene_props, "ssao_attenuation")
col.template_override_property(collection_props, scene_props, "hair_brightness_randomness")
classes = (
COLLECTION_PT_context_collection,
COLLECTION_PT_clay_settings,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)