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Copy pathproperties.py
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2923 lines (2651 loc) · 87 KB
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import bpy
import mathutils
import math
import os
import cProfile
from .interface import *
from . import nla_script
class B4A_LodProperty(bpy.types.PropertyGroup):
pass
class B4A_DetailBendingColors(bpy.types.PropertyGroup):
leaves_stiffness_col = bpy.props.StringProperty(
name = "B4A: leaves stiffness color",
description = "Vertex color used for leaves stiffness",
default = ""
)
leaves_phase_col = bpy.props.StringProperty(
name = "B4A: leaves phase color",
description = "Vertex color used for leaves stiffness",
default = ""
)
overall_stiffness_col = bpy.props.StringProperty(
name = "B4A: overall stiffness color",
description = "Vertex color used for overall stiffness",
default = ""
)
class B4A_FloatingSettings(bpy.types.PropertyGroup):
part = bpy.props.EnumProperty(
name = "Floater part",
description = "Floating object part",
default = "MAIN_BODY",
items = [
("MAIN_BODY", "Main body", "Floating object main body"),
("BOB", "Bob", "Floating object's bob")
]
)
floating_factor = bpy.props.FloatProperty(
name = "Floating factor",
description = "Factor of strength applied to the floating object",
default = 3.0,
min = 0.0,
soft_max = 100,
step = 1,
precision = 3
)
water_lin_damp = bpy.props.FloatProperty(
name = "Water Linear damping",
description = "Linear damping applied to objects under water",
default = 0.8,
min = 0.0,
soft_max = 1,
step = 1,
precision = 3
)
water_rot_damp = bpy.props.FloatProperty(
name = "Water Rotation damping",
description = "Rotation damping applied to objects under water",
default = 0.8,
min = 0.0,
soft_max = 1,
step = 1,
precision = 3
)
synchronize_position = bpy.props.BoolProperty(
name = "Synchronize position",
description = "Synchronize bob position",
default = False,
)
class B4A_VehicleSettings(bpy.types.PropertyGroup):
part = bpy.props.EnumProperty(
name = "Vehicle part",
description = "Vehicle part",
default = "CHASSIS",
items = [
("HULL", "Hull", "Vehicle hull"),
("CHASSIS", "Chassis", "Vehicle chassis"),
("STEERING_WHEEL", "Steering wheel", "Optional vehicle steering wheel"),
("WHEEL_FRONT_LEFT", "Front left wheel", "Vehicle front left wheel"),
("WHEEL_FRONT_RIGHT", "Front right wheel", "Vehicle front right wheel"),
("WHEEL_BACK_LEFT", "Back left wheel", "Vehicle rear left wheel"),
("WHEEL_BACK_RIGHT", "Back right wheel", "Vehicle rear right wheel"),
("TACHOMETER", "Tachometer", "Vehicle tachometer"),
("SPEEDOMETER", "Speedometer", "Vehicle speedometer"),
("BOB", "Bob", "Boat's bob")
]
)
suspension_rest_length = bpy.props.FloatProperty(
name = "Rest length",
description = "Suspension rest length, length from relaxed to strained wheel position",
default = 0.1,
min = 0.0,
soft_max = 1.0,
step = 1,
precision = 3
)
suspension_compression = bpy.props.FloatProperty(
name = "Suspension compression",
description = "Suspension compression",
default = 4.4,
min = 0.0,
soft_max = 10.0,
step = 10,
precision = 1
)
suspension_stiffness = bpy.props.FloatProperty(
name = "Suspension stiffness",
description = "Suspension stiffness",
default = 20.0,
min = 0.0,
soft_max = 100.0,
step = 10,
precision = 1
)
suspension_damping = bpy.props.FloatProperty(
name = "Suspension damping",
description = "Suspension damping",
default = 2.3,
min = 0.0,
soft_max = 10.0,
step = 10,
precision = 1
)
wheel_friction = bpy.props.FloatProperty(
name = "Wheel friction",
description = "Wheel friction",
default = 1000.0,
min = 0.0,
soft_max = 10000.0,
step = 100,
precision = 1
)
roll_influence = bpy.props.FloatProperty(
name = "Roll influence",
description = "Roll influence",
default = 0.1,
min = 0.0,
soft_max = 10.0,
step = 1,
precision = 3
)
force_max = bpy.props.FloatProperty(
name = "Force max",
description = "Acceleration value for the vehicle",
default = 1500.0,
min = 0.0,
soft_max = 10000.0,
step = 1,
precision = 3
)
brake_max = bpy.props.FloatProperty(
name = "Brake max",
description = "Braking value for the vehicle",
default = 100.0,
min = 0.0,
soft_max = 10000.0,
step = 1,
precision = 3
)
steering_ratio = bpy.props.FloatProperty(
name = "Steering ratio",
description = "Ratio between the turn of the steering wheel and the turn of the wheels",
default = 10.0,
min = 0.0,
soft_max = 100.0,
step = 1,
precision = 3
)
steering_max = bpy.props.FloatProperty(
name = "Steering max",
description = "Maximum steering wheel angle",
default = 1,
min = 0.0,
soft_max = 10,
step = 1,
precision = 3
)
inverse_control = bpy.props.BoolProperty(
name = "Inverse control",
description = "Inverse vehicle control",
default = False,
)
delta_tach_angle = bpy.props.FloatProperty(
name = "Tachometer delta angle",
description = "Sets delta angle for the tachometer device",
default = 4.43,
min = 0.0,
soft_max = 6.18,
step = 1,
precision = 1,
subtype = 'ANGLE'
)
max_speed_angle = bpy.props.FloatProperty(
name = "Speedometer max angle",
description = "Sets max angle for the speedometer device",
default = 3.14,
min = 0.0,
soft_max = 6.18,
step = 1,
precision = 1,
subtype = 'ANGLE'
)
speed_ratio = bpy.props.FloatProperty(
name = "Speedometer ratio",
description = "Sets speedometer ratio",
default = 0.027,
min = 0.0,
soft_max = 10,
step = 1,
precision = 3,
subtype = 'ANGLE'
)
max_suspension_travel_cm = bpy.props.FloatProperty(
name = "Max suspension travel cm",
description = "Max suspension travel cm",
default = 30,
min = 0.0,
soft_max = 100,
step = 1,
precision = 3
)
floating_factor = bpy.props.FloatProperty(
name = "Floating factor",
description = "Factor of strengh applied to the floating object",
default = 3.0,
min = 0.0,
soft_max = 100,
step = 1,
precision = 3
)
water_lin_damp = bpy.props.FloatProperty(
name = "Water Linear damping",
description = "Linear damping applied to objects under water",
default = 0.8,
min = 0.0,
soft_max = 1,
step = 1,
precision = 3
)
water_rot_damp = bpy.props.FloatProperty(
name = "Water Rotation damping",
description = "Rotation damping applied to objects under water",
default = 0.8,
min = 0.0,
soft_max = 1,
step = 1,
precision = 3
)
synchronize_position = bpy.props.BoolProperty(
name = "Synchronize position",
description = "Synchronize bob position",
default = False,
)
class B4A_GlowSettings(bpy.types.PropertyGroup):
glow_duration = bpy.props.FloatProperty(
name = "Glow duration",
description = "Glow duration",
default = 1.0,
min = 0.01,
soft_max = 10.0,
max = 1000.0,
step = 1,
precision = 2
)
glow_period = bpy.props.FloatProperty(
name = "Glow peroid",
description = "Glow period",
default = 1.0,
min = 0.01,
soft_max = 10.0,
max = 1000.0,
step = 1,
precision = 2
)
glow_relapses = bpy.props.IntProperty(
name = "Glow relapses",
description = "Glow relapses",
default = 0,
min = 0,
soft_max = 10,
max = 1000
)
class B4A_CharacterSettings(bpy.types.PropertyGroup):
walk_speed = bpy.props.FloatProperty(
name = "B4A: character walk speed",
description = "Character walk speed",
default = 4,
min = 0.0,
max = 10.0,
soft_min = 0,
soft_max = 10,
step = 0.1,
precision = 2
)
run_speed = bpy.props.FloatProperty(
name = "B4A: character run speed",
description = "Character run speed",
default = 8,
min = 0.0,
max = 20.0,
soft_min = 0,
soft_max = 20,
step = 0.1,
precision = 2
)
step_height = bpy.props.FloatProperty(
name = "B4A: character step height",
description = "Character step height",
default = 0.25,
min = 0.0,
max = 1.0,
soft_min = 0,
soft_max = 1,
step = 0.01,
precision = 3
)
jump_strength = bpy.props.FloatProperty(
name = "B4A: character jump strength",
description = "Character jump strength",
default = 5,
min = 0.0,
max = 100.0,
soft_min = 0,
soft_max = 50,
step = 0.1,
precision = 2
)
waterline = bpy.props.FloatProperty(
name = "B4A: character waterline",
description = "Waterline for character in vertical direction",
default = 0.0,
min = -5,
max = 5,
soft_min = -2,
soft_max = 2,
step = 0.01,
precision = 3
)
class B4A_ShadowSettings(bpy.types.PropertyGroup):
csm_resolution = bpy.props.EnumProperty(
name = "csm_resolution",
description = "Shadow map resolution",
default = "2048",
items = [
("512", "512", "512x512"),
("1024", "1024", "1024x1024"),
("2048", "2048", "2048x2048"),
("4096", "4096", "4096x4096"),
("8192", "8192", "8192x8192")
]
)
self_shadow_polygon_offset = bpy.props.FloatProperty(
name = "self_shadow_polygon_offset",
description = "Polygon offset value to prevent shadow acne",
default = 1,
min = 0,
soft_max = 50,
step = 10,
precision = 2
)
self_shadow_normal_offset = bpy.props.FloatProperty(
name = "self_shadow_normal_offset",
description = "Normal offset value to prevent shadow acne",
default = 0.01,
min = 0,
soft_max = 1,
step = 0.1,
precision = 3
)
b4a_enable_csm = bpy.props.BoolProperty(
name = "b4a_enable_csm",
description = "Enable cascaded shadow maps",
default = False
)
csm_num = bpy.props.IntProperty(
name = "csm_num",
description = "Number of cascaded shadow maps",
default = 1,
min = 1,
max = 4
)
csm_first_cascade_border = bpy.props.FloatProperty(
name = "csm_first_cascade_border",
description = "Shadow map first cascade border",
default = 10,
min = 0.01,
soft_max = 100,
step = 10,
precision = 2
)
first_cascade_blur_radius = bpy.props.FloatProperty(
name = "first_cascade_blur_radius",
description = "PCF blur radius for the first cascade",
default = 3,
min = 0,
soft_max = 10,
step = 10,
precision = 2
)
csm_last_cascade_border = bpy.props.FloatProperty(
name = "csm_last_cascade_border",
description = "Shadow map last cascade border",
default = 100,
min = 0.01,
soft_max = 100,
step = 10,
precision = 2
)
last_cascade_blur_radius = bpy.props.FloatProperty(
name = "last_cascade_blur_radius",
description = "PCF blur radius for the last cascade",
default = 1.5,
min = 0,
soft_max = 10,
step = 10,
precision = 2
)
fade_last_cascade = bpy.props.BoolProperty(
name = "fade_last_cascade",
description = "The last cascade will be faded out",
default = True
)
blend_between_cascades = bpy.props.BoolProperty(
name = "blend_between_cascades",
description = "Neighbouring cascades will be blended with each other",
default = True
)
class B4A_ColorCorrectionSettings(bpy.types.PropertyGroup):
brightness = bpy.props.FloatProperty(
name = "brightness",
description = "Final image brightness",
default = 0.0,
min = -1.0,
max = 1.0,
step = 0.01,
precision = 2
)
contrast = bpy.props.FloatProperty(
name = "contrast",
description = "Final image contrast",
default = 0.0,
min = -1.0,
max = 1.0,
step = 0.01,
precision = 2
)
exposure = bpy.props.FloatProperty(
name = "exposure",
description = "Final image exposure",
default = 1.0,
min = 0.0,
max = 2.0,
step = 0.01,
precision = 2
)
saturation = bpy.props.FloatProperty(
name = "saturation",
description = "Final image saturation",
default = 1.0,
min = 0.0,
max = 2.0,
step = 0.01,
precision = 2
)
class B4A_SSAOSettings(bpy.types.PropertyGroup):
radius = bpy.props.FloatProperty(
name = "radius",
description = "radius",
default = 0.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
intensity = bpy.props.FloatProperty(
name = "intensity",
description = "intensity",
default = 0.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
falloff = bpy.props.FloatProperty(
name = "falloff",
description = "falloff",
default = 0.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
class B4A_GodRaysSettings(bpy.types.PropertyGroup):
intensity = bpy.props.FloatProperty(
name = "intensity",
description = "Intensity multiplier",
default = 0.7,
min = 0.0,
max = 5.0,
step = 0.01,
precision = 2
)
max_ray_length = bpy.props.FloatProperty(
name = "max_ray_length",
description = "Maximum length of rays in screen size units",
default = 1.0,
min = 0.0,
max = 5.0,
step = 0.01,
precision = 2
)
steps_per_pass = bpy.props.FloatProperty(
name = "steps_per_pass",
description = "Number of steps per blur pass (3 passes in all)",
default = 10.0,
min = 0.0,
max = 30.0,
step = 1.0,
precision = 1
)
class B4A_BloomSettings(bpy.types.PropertyGroup):
radius = bpy.props.FloatProperty(
name = "radius",
description = "radius",
default = 0.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
threshold = bpy.props.FloatProperty(
name = "threshold",
description = "threshold",
default = 0.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
intensity = bpy.props.FloatProperty(
name = "intensity",
description = "intensity",
default = 0.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
class B4A_FogSettings(bpy.types.PropertyGroup):
start = bpy.props.FloatProperty(
name = "start",
description = "start",
default = 1.0,
min = 0.0,
max = 5.0,
step = 0.01,
precision = 2
)
end = bpy.props.FloatProperty(
name = "end",
description = "end",
default = 4.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
texture = bpy.props.StringProperty(
name = "texture",
description = "texture",
default = ""
)
color = bpy.props.FloatVectorProperty(
name = "B4A: fog color",
description = "Fog color",
default = (0.5, 0.5, 0.5),
min = 0.0,
soft_min = 0.0,
max = 1.0,
soft_max = 1.0,
precision = 3,
subtype = 'COLOR',
size = 3
)
class B4A_BackgroundSettings(bpy.types.PropertyGroup):
mode = bpy.props.FloatProperty(
name = "mode",
description = "mode",
default = 0,
min = 0,
max = 5,
step = 1
)
texture = bpy.props.StringProperty(
name = "texture",
description = "texture",
default = ""
)
color = bpy.props.FloatVectorProperty(
name = "B4A: Background color",
description = "Background color",
default = (0.5, 0.5, 0.5),
min = 0.0,
soft_min = 0.0,
max = 1.0,
soft_max = 1.0,
precision = 3,
subtype = 'COLOR',
size = 3
)
class B4A_VignetteSettings(bpy.types.PropertyGroup):
color = bpy.props.FloatVectorProperty(
name = "B4A: coverage color",
description = "coverage color",
default = (0.5, 0.5, 0.5),
min = 0.0,
soft_min = 0.0,
max = 1.0,
soft_max = 1.0,
precision = 3,
subtype = 'COLOR',
size = 3
)
coverage = bpy.props.FloatProperty(
name = "coverage",
description = "coverage",
default = 1.0,
min = 0.0,
max = 5.0,
step = 0.01,
precision = 2
)
softness = bpy.props.FloatProperty(
name = "softness",
description = "softness",
default = 4.0,
min = 0.0,
max = 20.0,
step = 0.01,
precision = 2
)
class B4A_HdrSettings(bpy.types.PropertyGroup):
key = bpy.props.FloatProperty(
name = "key",
description = "key",
default = 1.0,
min = 0.0,
max = 5.0,
step = 0.01,
precision = 2
)
class B4A_MotionBlurSettings(bpy.types.PropertyGroup):
motion_blur_factor = bpy.props.FloatProperty(
name = "motion_blur_factor",
description = "Motion blur factor",
default = 0.01,
min = 0.001,
soft_min = 0.001,
max = 1.0,
soft_max = 1.0,
step = 0.1,
precision = 3
)
motion_blur_decay_threshold = bpy.props.FloatProperty(
name = "motion_blur_decay_threshold",
description = "Motion blur decay threshold",
default = 0.01,
min = 0.0,
soft_min = 0.0,
max = 1.0,
soft_max = 1.0,
step = 0.1,
precision = 3
)
class B4A_SkySettings(bpy.types.PropertyGroup):
reflexible = bpy.props.BoolProperty(
name = "B4A: reflexible",
description = "Sky will be rendered during the reflection pass",
default = False
)
reflexible_only = bpy.props.BoolProperty(
name = "B4A: reflexible only",
description = "Sky will not be rendered, but will have a reflection",
default = False
)
procedural_skydome = bpy.props.BoolProperty(
name = "B4A: procedural skydome",
description = "Sky will be generated procedurally",
default = False
)
use_as_environment_lighting = bpy.props.BoolProperty(
name = "B4A: use_as_environment_map",
description = "Procedural sky will be used as environment lighting",
default = False
)
color = bpy.props.FloatVectorProperty(
name = "color",
description = "Sky atmosphere color",
default = (0.087, 0.255, 0.6),
min = 0.0,
soft_min = 0.0,
max = 1.0,
soft_max = 1.0,
precision = 3,
subtype = 'COLOR',
size = 3
)
rayleigh_brightness = bpy.props.FloatProperty(
name = "rayleigh_brightness",
description = "Brightness of Rayleigh scattering",
default = 3.3,
min = 0.0,
max = 5.0,
step = 0.01,
precision = 2
)
mie_brightness = bpy.props.FloatProperty(
name = "mie_brightness",
description = "Brightness of Mie scattering",
default = 0.1,
min = 0.0,
max = 1.0,
step = 0.01,
precision = 2
)
spot_brightness = bpy.props.FloatProperty(
name = "spot_brightness",
description = "Brightness of sun spot",
default = 20.0,
min = 0.0,
max = 1000.0,
step = 1.0,
precision = 1
)
scatter_strength = bpy.props.FloatProperty(
name = "scatter_strength",
description = "Strength of light scattering",
default = 0.2,
min = 0.0,
max = 1.0,
step = 0.01,
precision = 2
)
rayleigh_strength = bpy.props.FloatProperty(
name = "rayleigh_strength",
description = "Strength of Rayleigh scattering",
default = 0.2,
min = 0.0,
max = 1.0,
step = 0.01,
precision = 2
)
mie_strength = bpy.props.FloatProperty(
name = "mie_strength",
description = "Strength of Mie scattering",
default = 0.006,
min = 0.0,
max = 0.1,
step = 0.0001,
precision = 4
)
rayleigh_collection_power = bpy.props.FloatProperty(
name = "rayleigh_collection_power",
description = "Rayleigh collection power",
default = 0.35,
min = 0.0,
max = 2.0,
step = 0.01,
precision = 2
)
mie_collection_power = bpy.props.FloatProperty(
name = "mie_collection_power",
description = "Mie collection power",
default = 0.5,
min = 0.0,
max = 2.0,
step = 0.01,
precision = 2
)
mie_distribution = bpy.props.FloatProperty(
name = "mie_distribution",
description = "Mie disturbtion",
default = 0.4,
min = 0.0,
max = 2.0,
step = 0.01,
precision = 2
)
class B4A_DynamicCompressorSettings(bpy.types.PropertyGroup):
threshold = bpy.props.FloatProperty(
name = "threshold",
description = "The value above which the compression will start taking effect",
default = -24,
min = -100,
max = 0,
step = 10,
precision = 1
)
knee = bpy.props.FloatProperty(
name = "knee",
description = "Range above the threshold where the curve transitions to the ratio portion",
default = 30,
min = 0,
max = 40,
step = 10,
precision = 1
)
ratio = bpy.props.FloatProperty(
name = "ratio",
description = "dB input change for a 1 dB output change",
default = 12,
min = 1,
max = 20,
step = 10,
precision = 1
)
attack = bpy.props.FloatProperty(
name = "attack",
description = "Amount of time to reduce gain by 10 dB",
default = 0.003,
min = 0,
max = 1,
step = 0.1,
precision = 3
)
release = bpy.props.FloatProperty(
name = "release",
description = "Amount of time to increase gain by 10 dB",
default = 0.250,
min = 0,
max = 1,
step = 0.1,
precision = 3
)
class B4A_BoundingsSettings(bpy.types.PropertyGroup):
min_x = bpy.props.FloatProperty(
name = "min_x",
description = "Boundings minimum x",
default = -1.0,
min = -1000,
max = 1000,
soft_min = -50,
soft_max = 50,
step = 1,
precision = 3
)
max_x = bpy.props.FloatProperty(
name = "max_x",
description = "Boundings maximum x",
default = 1.0,
min = -1000,
max = 1000,
soft_min = -50,
soft_max = 50,
step = 1,
precision = 3
)
min_y = bpy.props.FloatProperty(
name = "min_y",
description = "Boundings minimum y",
default = -1.0,
min = -1000,
max = 1000,
soft_min = -50,
soft_max = 50,
step = 1,
precision = 3
)
max_y = bpy.props.FloatProperty(
name = "max_y",
description = "Boundings maximum y",
default = 1.0,
min = -1000,
max = 1000,
soft_min = -50,
soft_max = 50,
step = 1,
precision = 3
)
min_z = bpy.props.FloatProperty(
name = "min_z",
description = "Boundings minimum z",
default = -1.0,
min = -1000,
max = 1000,
soft_min = -50,
soft_max = 50,
step = 1,
precision = 3
)
max_z = bpy.props.FloatProperty(
name = "max_z",
description = "Boundings maximum z",
default = 1.0,
min = -1000,
max = 1000,
soft_min = -50,
soft_max = 50,
step = 1,
precision = 3
)
def add_b4a_props():
b4a_do_not_export = bpy.props.BoolProperty(
name = "B4A: do not export",
description = "Check if you do NOT wish to export this component",
default = False
)
# deprecated
b4a_export_path = bpy.props.StringProperty(
name = "B4A: component export path",
description = "Exported file path relative to the blend file",
default = ""
)
class_names = [
'Action',
'Armature',
'Camera',
'Curve',
'Group',
'Image',
'Lamp',
'Material',
'Mesh',
'Object',
'ParticleSettings',