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panels.py
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panels.py
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# ##### 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>
"""The NeuroBlender panels module.
NeuroBlender is a Blender add-on to create artwork from neuroscientific data.
This module implements drawing the NeuroBlender panels.
"""
import bpy
from bpy.types import PropertyGroup as pg
class NB_PT_base(bpy.types.Panel):
"""Host the NeuroBlender base geometry"""
bl_idname = "NB_PT_base"
bl_label = "NeuroBlender - Base"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
scn = context.scene
nb = scn.nb
if (not nb.settingprops.is_initialized):
row = self.layout.row()
row.operator("nb.initialize_neuroblender",
text="Initialize NeuroBlender",
icon="FORWARD")
elif nb.is_enabled:
self.draw_nb_panel(context, self.layout)
if nb.settingprops.switches:
self.drawunit_switches(context, self.layout, nb)
else:
self.drawunit_switch_to_main(self.layout, nb)
def drawunit_switches(self, context, layout, nb):
scn = context.scene
row = layout.row(align=True)
row.alignment = 'RIGHT'
props = [{'prop': 'mode',
'icons': {'artistic': 'VPAINT_HLT',
'scientific': 'RADIO'}},
{'prop': 'engine',
'icons': {'BLENDER_RENDER': 'NDOF_FLY',
'CYCLES': 'NDOF_TURN'}},
{'prop': 'verbose',
'icons': {True: 'SPEAKER',
False: 'FREEZE'}},
{'prop': 'advanced',
'icons': {True: 'DISCLOSURE_TRI_RIGHT',
False: 'DISCLOSURE_TRI_DOWN'}}]
for prop in props:
dpath = 'nb.settingprops.{}'.format(prop['prop'])
propval = scn.path_resolve(dpath)
icon = prop['icons'][propval]
row.prop(nb.settingprops, prop['prop'], toggle=True,
icon_only=True, emboss=True, icon=icon)
def draw_nb_panel(self, context, layout):
"""The NeuroBlender Base Panel.
Import tracts, surfaces and voxelvolumes and control their appearance.
Tracts are imported as Blender Curve objects.
The attached datablock is a curve of type 'POLY'.
- formats...
Python example:
```
scn = bpy.context.scene
nb = scn.nb
nb_tract = nb.tracts[<name>]
tract = scn.objects[<name>]
splines = tract.data.splines
i = 10
j = 40
spline = splines[i]
coords = spline.points[j].co
```
On import, the following option are available to change the basic appearance of the tract.
- Interpolate streamlines [0, 1]
-- reduces the number of points by skipping a fraction
- Tract weeding [0, 1]
-- reduces the number of streamlines by skipping a fraction
- Beautify
-- sets the bevel of the curve to 'FULL', with depth 0.5 and resolution 10
- Colour:
-- sets the method to colour the tract
- Transparency:
-- sets the transparency of the streamlines
"""
scn = context.scene
nb = scn.nb
row = layout.row()
row.prop(nb, "objecttype", expand=True)
row = layout.row()
row.separator()
self.drawunit_UIList(layout, "L1", nb, nb.objecttype)
row = layout.row()
row.separator()
try:
idx = scn.path_resolve("nb.index_{}".format(nb.objecttype))
nb_ob = scn.path_resolve("nb.{}[{:d}]".format(nb.objecttype, idx))
except (IndexError, ValueError):
pass
else:
self.drawunit_tri(layout, "carvers", nb, nb_ob)
self.drawunit_tri(layout, "material", nb, nb_ob)
self.drawunit_tri(layout, "transform", nb, nb_ob)
if nb.settingprops.advanced:
self.drawunit_tri(layout, "info", nb, nb_ob)
def drawunit_switch_to_main(self, layout, nb):
row = layout.row()
row.label(text="Please use the main scene for NeuroBlender.")
row = layout.row()
row.operator("nb.switch_to_main",
text="Switch to main",
icon="FORWARD")
def drawunit_UIList(self, layout, uilistlevel, data, obtype,
addopt=True, delopt=True):
scn = bpy.context.scene
nb = scn.nb
coll = scn.path_resolve('{}.{}'.format(data.path_from_id(), obtype))
row = layout.row()
row.template_list(
"NB_UL_collection_" + uilistlevel, "",
data, obtype,
data, "index_" + obtype,
rows=2
)
anyitems = bool(len(coll))
go_advanced = nb.settingprops.advanced and (len(coll) > 1)
if (addopt | (delopt & anyitems) | go_advanced):
col = row.column(align=True)
if addopt:
rowsub = col.row(align=True)
self.drawunit_addopt(rowsub, nb, uilistlevel, data, obtype)
if delopt & anyitems:
rowsub = col.row(align=True)
if uilistlevel not in ('PS'):
rowsub.operator(
"nb.nblist_ops",
icon='ZOOMOUT',
text=""
).action = 'REMOVE_' + uilistlevel
else:
rowsub.operator(
"nb.preset_remove",
icon='ZOOMOUT',
text=""
)
if go_advanced:
rowsub = col.row(align=True)
rowsub.separator()
if uilistlevel not in ('PS', 'CV'):
rowsub = col.row(align=True)
rowsub.menu(
"NB_MT_mass_select_" + uilistlevel,
icon='DOWNARROW_HLT',
text=""
)
rowsub = col.row(align=True)
rowsub.separator()
rowsub = col.row(align=True)
rowsub.operator(
"nb.nblist_ops",
icon='TRIA_UP',
text=""
).action = 'UP_' + uilistlevel
rowsub = col.row(align=True)
rowsub.operator(
"nb.nblist_ops",
icon='TRIA_DOWN',
text=""
).action = 'DOWN_' + uilistlevel
def drawunit_addopt(self, layout, nb, uilistlevel, data, obtype):
if uilistlevel == "AN":
operator = 'nb.animate_' + nb.animationtype
layout.operator(
operator,
icon='ZOOMIN',
text=""
)
if nb.animationtype == 'camerapath':
try:
nb.presets[nb.index_presets]
except IndexError:
layout.enabled = False
else:
layout.enabled = True
else:
layout.enabled = True
return
if uilistlevel == "L2":
try:
pg_sc = bpy.types.VoxelvolumeProperties
except AttributeError:
pg_sc = pg.bl_rna_get_subclass_py("VoxelvolumeProperties")
if isinstance(data, pg_sc):
operator = "nb.import_voxelvolumes"
# TODO: move vvol overlay func to import_overlays.py
else:
operator = "nb.import_overlays"
else:
operator = "nb.import_" + obtype
layout.operator(
operator,
icon='ZOOMIN',
text=""
).parentpath = data.path_from_id()
def drawunit_tri(self, layout, triflag, nb, data):
scn = bpy.context.scene
prop = "show_{}".format(triflag)
if scn.path_resolve("nb.{}".format(prop)):
if nb.settingprops.goboxy:
col = layout.column(align=True)
layout_hdr = col.box()
layout_tri = col.box()
else:
layout_hdr = layout.row()
layout_tri = layout
layout_hdr.prop(nb, prop, icon='TRIA_DOWN', emboss=False)
fun = eval("self.drawunit_tri_{}".format(triflag))
fun(layout_tri, nb, data)
row = layout.row()
row.separator()
else:
row = layout.row()
row.prop(nb, prop, icon='TRIA_RIGHT', emboss=False)
def drawunit_tri_carvers(self, layout, nb, nb_ob):
"""Carve out a region of a surface or voxelvolume.
Carvers are implemented as copies of the original object.
The carver is a box with the same world coordinates as the world bounding box of the object.
By applying boolean operators (carveobjects) on this box, only that part of the box is rendered. In most cases, it's recommended to set the boolean operator of the first carveobject to 'Intersect' (with the 'bounding box-sized carvebox'), while setting the remaining carveobjects to 'Union' (adding the geometry to the 'intersected carvebox').
The carveobject can be any shape. A number of default options are provided such as slices, boxes, cylinders, suzanne, or other meshes available in the current blend-file. Carveobjects can be
- scaled ([0-1]; relative to the size of the box)
- moved ([-1, 1]; relative to the size and centre of the box)
- rotated ([-pi/2, pi/2])
"""
self.drawunit_carvers(layout, nb_ob)
def drawunit_carvers(self, layout, nb_ob):
scn = bpy.context.scene
nb = scn.nb
self.drawunit_carver(layout, nb_ob)
try:
nb_ob.carvers[nb_ob.index_carvers]
except IndexError:
pass
else:
if nb.settingprops.advanced:
self.drawunit_carveroptions(layout, nb_ob)
self.drawunit_carverobjects(layout, nb_ob)
def drawunit_carver(self, layout, nb_ob):
row = layout.row()
row.operator("nb.import_carvers", icon='ZOOMIN', text="")
row.prop(nb_ob, "carvers_enum", text="")
row.operator("nb.nblist_ops",
icon='ZOOMOUT',
text="").action = 'REMOVE_CV'
try:
pg_sc = bpy.types.TractProperties
except AttributeError:
pg_sc = pg.bl_rna_get_subclass_py("TractProperties")
row.enabled = not isinstance(nb_ob, pg_sc)
def drawunit_carveroptions(self, layout, nb_ob):
try:
carver = nb_ob.carvers[nb_ob.carvers_enum]
# ob = bpy.data.objects[nb_ob.name]
# mod = ob.modifiers[carver.name]
except KeyError:
pass
else:
row = layout.row()
row.prop(carver, "name")
# row = layout.row()
# row.prop(mod, "operation", expand=True)
row = layout.row()
row.separator()
def drawunit_carverobjects(self, layout, nb_ob):
scn = bpy.context.scene
nb = scn.nb
try:
carver = nb_ob.carvers[nb_ob.carvers_enum]
except KeyError:
pass
else:
row = layout.row()
row.prop(carver, "carveobject_type_enum", text="Carveobject type")
self.drawunit_UIList(layout, "CO", carver,
"carveobjects", addopt=True)
try:
nb_carveob = carver.carveobjects[carver.index_carveobjects]
ob = bpy.data.objects[carver.name]
mod = ob.modifiers[nb_carveob.name]
except (NameError, IndexError, KeyError):
pass
else:
if nb.settingprops.advanced:
row = layout.row()
row.prop(mod, "operation", expand=True)
self.drawunit_carvers_tpa(layout, nb_carveob)
def drawunit_carvers_tpa(self, layout, nb_ob):
row = layout.row()
col = row.column()
col.prop(nb_ob, "slicethickness", expand=True, text="Thickness")
col = row.column()
col.prop(nb_ob, "sliceposition", expand=True, text="Position")
col = row.column()
col.prop(nb_ob, "sliceangle", expand=True, text="Angle")
def drawunit_tri_material(self, layout, nb, nb_ob):
"""Change the material of a NeuroBlender object.
### Tracts and surfaces:
- colourpicker
- transparency
A colour and transparency can be chosen directly from the NeuroBlender panel (many more options in the Properties window under the Materials tab).
In CYCLES render mode, a default nodal material is created that mixes a diffuse and glossy shader. Roughness and mixing factors are available in NeuroBlender Advanced mode.
In CYCLES render mode, a directional colour mode is available. For tracts, this colours the streamlines red-green-blue for tangent along the X-Y-Z (assumed RL-AP-SI) direction. For surfaces this colours the faces according to the normal pointing along X-Y-Z in teh same colour scheme.
### Voxelvolumes:
For convenience, the most important texture properties are displayed in the NeuroBlender Base panel.
- The interpolation method used for the voxel data [ADVANCED only].
- Intensity, contrast and saturation [ADVANCED only].
- Use Colorramp switch [ADVANCED only].
- Predefined colourmaps can be loaded and saved as Colourmap Preset (a colourmap management tool is available in the NeuroBlender Settings panel). On loading the colourmap, you can either choose to retain the range of the colour ramp, or reset the range to [0, 1].
- either a colourpicker or a colour ramp (default).
### A note on colour ramps and datarange:
NeuroBlender surface and volume textures are saved in .png format and when loaded expanded to the range [0, 1]. The original datarange is saved when writing the textures. The corresponding values of the colour stops in the colour ramp are shown as a list of values beneath the ramp [ADVANCED only]. The full min-max datarange is shown when expanding the 'Info' triangle [ADVANCED only].
"""
try:
pg_sc = bpy.types.VoxelvolumeProperties
except AttributeError:
pg_sc = pg.bl_rna_get_subclass_py("VoxelvolumeProperties")
if isinstance(nb_ob, pg_sc):
self.drawunit_rendertype(layout, nb_ob)
tex = bpy.data.textures[nb_ob.name]
self.drawunit_texture(layout, tex, nb_ob)
else:
self.drawunit_material(layout, nb_ob)
def drawunit_material(self, layout, nb_ob):
scn = bpy.context.scene
nb = scn.nb
if nb.settingprops.engine.startswith("BLENDER"):
self.drawunit_basic_blender(layout, nb_ob)
else:
if nb.settingprops.advanced:
row = layout.row()
row.prop(nb_ob, "colourtype", expand=True)
row = layout.row()
row.separator()
self.drawunit_basic_cycles(layout, nb_ob)
def drawunit_basic_blender(self, layout, nb_ob):
mat = bpy.data.materials[nb_ob.name]
row = layout.row(align=True)
row.prop(mat, "diffuse_color", text="")
row.prop(mat, "alpha", text="Transparency")
try:
pg_sc1 = bpy.types.LabelProperties
pg_sc2 = bpy.types.BorderProperties
except AttributeError:
pg_sc1 = pg.bl_rna_get_subclass_py("LabelProperties")
pg_sc2 = pg.bl_rna_get_subclass_py("BorderProperties")
if isinstance(nb_ob, (pg_sc1, pg_sc2)):
row.operator("nb.revert_label", icon='BACK', text="")
def drawunit_basic_cycles(self, layout, nb_ob):
scn = bpy.context.scene
nb = scn.nb
mat = bpy.data.materials[nb_ob.name]
colour = mat.node_tree.nodes["RGB"].outputs[0]
trans = mat.node_tree.nodes["Transparency"].outputs[0]
row = layout.row(align=True)
row.prop(colour, "default_value", text="")
row.prop(trans, "default_value", text="Transparency")
try:
pg_sc1 = bpy.types.LabelProperties
pg_sc2 = bpy.types.BorderProperties
except AttributeError:
pg_sc1 = pg.bl_rna_get_subclass_py("LabelProperties")
pg_sc2 = pg.bl_rna_get_subclass_py("BorderProperties")
if isinstance(nb_ob, (pg_sc1, pg_sc2)):
row.operator("nb.revert_label", icon='BACK', text="")
if nb.settingprops.advanced:
self.drawunit_basic_cycles_mix(layout, mat)
def drawunit_basic_cycles_mix(self, layout, mat):
nt = mat.node_tree
row = layout.row(align=True)
row.prop(nt.nodes["Diffuse BSDF"].inputs[1],
"default_value", text="diffuse")
row.prop(nt.nodes["Glossy BSDF"].inputs[1],
"default_value", text="glossy")
row.prop(nt.nodes["MixDiffGlos"].inputs[0],
"default_value", text="mix")
def drawunit_texture(self, layout, tex, nb_coll=None):
scn = bpy.context.scene
nb = scn.nb
if nb.settingprops.advanced:
if tex.type == 'VOXEL_DATA':
row = layout.row()
row.prop(tex.voxel_data, "interpolation")
row = layout.row()
row.separator()
row = layout.row()
row.prop(tex, "intensity")
row.prop(tex, "contrast")
row.prop(tex, "saturation")
row = layout.row()
row.separator()
row = layout.row()
row.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
row = layout.row()
row.separator()
self.drawunit_colourmap(layout, nb, tex, nb_coll)
row = layout.row()
row.separator()
self.drawunit_colourramp(layout, tex, nb_coll)
else:
mat = bpy.data.materials[nb_coll.name]
ts = mat.texture_slots.get(nb_coll.name)
row.prop(ts, "color")
def drawunit_colourmap(self, layout, nb, ramp, nb_coll):
row = layout.row(align=True)
row.prop(nb_coll, "colourmap_enum", expand=False)
row.prop(nb, "cr_keeprange", toggle=True,
icon="ALIGN", icon_only=True)
row.operator("nb.colourmap_presets", text="", icon='ZOOMIN')
def drawunit_colourramp(self, layout, ramp, nb_coll=None):
scn = bpy.context.scene
nb = scn.nb
row = layout.row()
layout.template_color_ramp(ramp, "color_ramp", expand=True)
if ((nb_coll is not None) and nb.settingprops.advanced):
row = layout.row()
row.separator()
row = layout.row()
row.label(text="non-normalized colour stop positions:")
self.calc_nn_elpos(nb_coll, ramp)
row = layout.row()
row.enabled = False
row.template_list("NB_UL_collection_CR", "",
nb_coll, "nn_elements",
nb_coll, "index_nn_elements",
rows=2)
if hasattr(nb_coll, "showcolourbar"):
row = layout.row()
row.separator()
row = layout.row()
row.prop(nb_coll, "showcolourbar")
if nb_coll.showcolourbar:
row = layout.row()
row.prop(nb_coll, "colourbar_size", text="size")
row.prop(nb_coll, "colourbar_position", text="position")
row = layout.row()
row.prop(nb_coll, "textlabel_colour", text="Textlabels")
row.prop(nb_coll, "textlabel_placement", text="")
row.prop(nb_coll, "textlabel_size", text="size")
def calc_nn_elpos(self, nb_ov, ramp):
"""Calculate the non-normalized positions of elements."""
def equalize_elements(nnels, n_els):
"""Prepare the listobject for displaying n_new elements."""
n_nnels = len(nnels)
if n_els > n_nnels:
for _ in range(n_els - n_nnels):
nnels.add()
elif n_els < n_nnels:
for _ in range(n_nnels - n_els):
nnels.remove(0)
els = ramp.color_ramp.elements
nnels = nb_ov.nn_elements
equalize_elements(nnels, len(els))
for i, el in enumerate(nnels):
el.calc_nn_position(els[i].position, nb_ov.range)
def drawunit_rendertype(self, layout, nb_ob):
scn = bpy.context.scene
nb = scn.nb
row = layout.row()
row.prop(nb_ob, "rendertype", expand=True)
row = layout.row()
row.separator()
if nb.settingprops.advanced and (nb_ob.rendertype == "SURFACE"):
mat = bpy.data.materials[nb_ob.name]
row = layout.row()
row.prop(mat, "alpha", text="Carvebox alpha")
def drawunit_tri_transform(self, layout, nb, nb_ob):
row = layout.row()
row.prop(nb_ob, "sformfile", text="")
if nb.settingprops.advanced:
ob = bpy.data.objects[nb_ob.name]
row = layout.row()
col = row.column()
col.prop(ob, "matrix_world")
def drawunit_tri_info(self, layout, nb, nb_ob):
row = layout.row()
row.prop(nb_ob, "filepath")
row.enabled = False
infofun = eval('self.drawunit_info_{}'.format(nb.objecttype))
infofun(layout, nb_ob)
def drawunit_info_tracts(self, layout, nb_ob):
row = layout.row()
row.prop(nb_ob, "nstreamlines",
text="Number of streamlines", emboss=False)
row.enabled = False
row = layout.row()
row.prop(nb_ob, "streamlines_interpolated",
text="Interpolation factor", emboss=False)
row.enabled = False
row = layout.row()
row.prop(nb_ob, "tract_weeded",
text="Tract weeding factor", emboss=False)
row.enabled = False
def drawunit_info_surfaces(self, layout, nb_ob):
row = layout.row()
row.prop(nb_ob, "is_unwrapped",
text="Has the surface been unwrapped?", emboss=False)
row.enabled = False
def drawunit_info_voxelvolumes(self, layout, nb_ob):
row = layout.row()
row.prop(nb_ob, "texdir")
row = layout.row()
row.prop(nb_ob, "texformat")
row.enabled = False
row = layout.row()
row.prop(nb_ob, "range", text="Datarange", emboss=False)
row.enabled = False
row = layout.row()
row.prop(nb_ob, "dimensions", text="Dimensions", emboss=False)
row.enabled = False
class NB_PT_overlays(bpy.types.Panel):
"""Host the NeuroBlender overlay functions"""
bl_idname = "NB_PT_overlays"
bl_label = "NeuroBlender - Overlays"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
bl_options = {'DEFAULT_CLOSED'}
draw = NB_PT_base.draw
drawunit_switches = NB_PT_base.drawunit_switches
drawunit_switch_to_main = NB_PT_base.drawunit_switch_to_main
drawunit_UIList = NB_PT_base.drawunit_UIList
drawunit_addopt = NB_PT_base.drawunit_addopt
drawunit_tri = NB_PT_base.drawunit_tri
drawunit_basic_blender = NB_PT_base.drawunit_basic_blender
drawunit_basic_cycles = NB_PT_base.drawunit_basic_cycles
drawunit_basic_cycles_mix = NB_PT_base.drawunit_basic_cycles_mix
drawunit_rendertype = NB_PT_base.drawunit_rendertype
drawunit_texture = NB_PT_base.drawunit_texture
calc_nn_elpos = NB_PT_base.calc_nn_elpos
drawunit_colourmap = NB_PT_base.drawunit_colourmap
drawunit_colourramp = NB_PT_base.drawunit_colourramp
def draw_nb_panel(self, context, layout):
scn = context.scene
nb = scn.nb
try:
idx = scn.path_resolve("nb.index_{}".format(nb.objecttype))
nb_ob = scn.path_resolve("nb.{}[{:d}]".format(nb.objecttype, idx))
except (IndexError, ValueError):
row = self.layout.row()
row.label(text="No {} loaded ...".format(nb.objecttype))
else:
self.draw_nb_overlaypanel(layout, nb, nb_ob)
def draw_nb_overlaypanel(self, layout, nb, nb_ob):
scn = bpy.context.scene
nb = scn.nb
row = layout.row()
row.prop(nb, "overlaytype", expand=True)
row = layout.row()
row.separator()
if nb.objecttype != 'voxelvolumes':
row = layout.row()
row.prop(nb_ob, "active_overlay", expand=False)
row = layout.row()
row.separator()
self.drawunit_UIList(layout, "L2", nb_ob, nb.overlaytype)
row = layout.row()
row.separator()
try:
dpath = nb_ob.path_from_id()
ovtype = nb.overlaytype
idx = scn.path_resolve("{}.index_{}".format(dpath, ovtype))
nb_ov = scn.path_resolve("{}.{}[{:d}]".format(dpath, ovtype, idx))
except (IndexError, ValueError):
pass
else:
self.draw_nb_overlayprops(layout, nb, nb_ob, nb_ov)
def draw_nb_overlayprops(self, layout, nb, nb_ob, nb_ov):
if nb.objecttype == "voxelvolumes":
self.drawunit_voxelvolumes(layout, nb, nb_ov)
if nb.settingprops.advanced:
self.drawunit_tri(layout, "items", nb, nb_ov)
if nb.overlaytype == "scalargroups":
self.drawunit_tri(layout, "overlay_material", nb, nb_ov)
if nb.settingprops.advanced:
self.drawunit_tri(layout, "overlay_info", nb, nb_ov)
def drawunit_tri_overlay_material(self, layout, nb, nb_ov):
scn = bpy.context.scene
nb = scn.nb
if nb.objecttype == "tracts":
# FIXME: error on name truncation
ngname = "TractOvGroup.{}".format(nb_ov.name)
ng = bpy.data.node_groups.get(ngname)
ramp = ng.nodes["ColorRamp"]
self.drawunit_colourmap(layout, nb, ramp, nb_ov)
row = layout.row()
row.separator()
self.drawunit_colourramp(layout, ramp, nb_ov)
elif nb.objecttype == "surfaces":
mat = bpy.data.materials[nb_ov.name]
ramp = mat.node_tree.nodes["ColorRamp"]
self.drawunit_colourmap(layout, nb, ramp, nb_ov)
row = layout.row()
row.separator()
self.drawunit_colourramp(layout, ramp, nb_ov)
row = layout.row()
row.separator()
self.drawunit_basic_cycles_mix(layout, mat)
elif nb.objecttype == "voxelvolumes":
dpath = nb_ov.path_from_id()
parentpath = '.'.join(dpath.split('.')[:-1])
nb_parent = bpy.context.scene.path_resolve(parentpath)
mat = bpy.data.materials[nb_parent.name]
ts = mat.texture_slots.get(nb_ov.name)
# # TODO: texture mixing options and reorder textures from NB
# row = layout.row()
# row.prop(ts, "blend_type")
self.drawunit_texture(layout, ts.texture, nb_ov)
def drawunit_tri_items(self, layout, nb, nb_ov):
scn = bpy.context.scene
nb = scn.nb
itemtype = nb.overlaytype.replace("groups", "s")
if itemtype == 'scalars':
self.drawunit_UIList(layout, "TS", nb_ov, 'scalars',
addopt=False, delopt=False)
else:
self.drawunit_UIList(layout, "L3", nb_ov, itemtype,
addopt=False, delopt=False)
self.drawunit_tri(layout, "itemprops", nb, nb_ov)
# if itemtype == "labels":
# if len(nb_ov.labels) < 33: # TODO: proper method
# self.drawunit_tri(layout, "itemprops", nb, nb_ov)
# else:
# self.drawunit_tri(layout, "overlay_material", nb, nb_ov)
# else:
# self.drawunit_tri(layout, "itemprops", nb, nb_ov)
def drawunit_tri_itemprops(self, layout, nb, nb_ov):
scn = bpy.context.scene
nb = scn.nb
try:
# TODO: make label panel code less convoluted
dpath = nb_ov.path_from_id()
itemtype = nb.overlaytype.replace("groups", "s")
idx = scn.path_resolve("{}.index_{}".format(dpath, itemtype))
data = scn.path_resolve("{}.{}[{:d}]".format(dpath, itemtype, idx))
except (IndexError, ValueError):
pass
else:
drawfun = eval('self.drawunit_{}'.format(itemtype))
drawfun(layout, nb, data)
def drawunit_labels(self, layout, nb, nb_ov):
if nb.objecttype == "voxelvolumes":
dpath = nb_ov.path_from_id()
parentpath = '.'.join(dpath.split('.')[:-1])
nb_parent = bpy.context.scene.path_resolve(parentpath)
tex = bpy.data.textures[nb_parent.name]
el = tex.color_ramp.elements[nb_parent.index_labels + 1]
row = layout.row()
row.prop(el, "color", text="")
row.operator("nb.revert_label", icon='BACK', text="")
else:
if nb.settingprops.engine.startswith("BLENDER"):
self.drawunit_basic_blender(layout, nb_ov)
else:
self.drawunit_basic_cycles(layout, nb_ov)
def drawunit_borders(self, layout, nb, item):
self.drawunit_basic_cycles(layout, item)
row = layout.row()
row.separator()
ob = bpy.data.objects[item.name]
row = layout.row()
row.label(text="Smoothing:")
row.prop(ob.modifiers["smooth"], "factor")
row.prop(ob.modifiers["smooth"], "iterations")
row = layout.row()
row.label(text="Bevel:")
row.prop(ob.data, "bevel_depth")
row.prop(ob.data, "bevel_resolution")
def drawunit_voxelvolumes(self, layout, nb, nb_ov):
dpath = nb_ov.path_from_id()
parentpath = '.'.join(dpath.split('.')[:-1])
nb_parent = bpy.context.scene.path_resolve(parentpath)
mat = bpy.data.materials[nb_parent.name]
ts = mat.texture_slots.get(nb_ov.name)
# TODO: texture mixing options and reorder textures from NB
row = layout.row()
row.prop(ts, "blend_type")
if nb.settingprops.advanced:
ts = mat.texture_slots.get(nb_ov.name)
row = layout.row()
row.prop(ts, "emission_factor")
row.prop(ts, "emission_color_factor")
def drawunit_tri_overlay_info(self, layout, nb, nb_ov):
row = layout.row()
row.prop(nb_ov, "filepath")
row.enabled = False
if nb.overlaytype == "scalargroups":
row = layout.row()
row.prop(nb_ov, "texdir")
row = layout.row()
row.enabled = False # TODO: option to change range?
# (and revert it by getting it from file)
row.prop(nb_ov, "range")
class NB_PT_scene(bpy.types.Panel):
"""Host the NeuroBlender scene setup functionality"""
bl_idname = "NB_PT_scene"
bl_label = "NeuroBlender - Scene setup"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
bl_options = {'DEFAULT_CLOSED'}
draw = NB_PT_base.draw
drawunit_switches = NB_PT_base.drawunit_switches
drawunit_switch_to_main = NB_PT_base.drawunit_switch_to_main
drawunit_UIList = NB_PT_base.drawunit_UIList
drawunit_addopt = NB_PT_base.drawunit_addopt
drawunit_tri = NB_PT_base.drawunit_tri
drawunit_material = NB_PT_base.drawunit_material
drawunit_basic_blender = NB_PT_base.drawunit_basic_blender
drawunit_basic_cycles = NB_PT_base.drawunit_basic_cycles
drawunit_basic_cycles_mix = NB_PT_base.drawunit_basic_cycles_mix
def draw_nb_panel(self, context, layout):
scn = context.scene
nb = scn.nb
self.drawunit_presets(layout, nb)
try:
idx = nb.index_presets
preset = nb.presets[idx]
except IndexError:
pass
else:
self.drawunit_bounds(layout, nb, preset)
row = layout.row()
row.separator()
self.drawunit_tri(layout, "cameras", nb, preset)
self.drawunit_tri(layout, "lights", nb, preset)
self.drawunit_tri(layout, "tables", nb, preset)
def drawunit_presets(self, layout, nb):
self.drawunit_UIList(layout, "PS", nb, "presets",
addopt=True, delopt=True)
def drawunit_tri_cameras(self, layout, nb, preset):
cams = bpy.data.objects[preset.camerasempty]
row = layout.row(align=True)
col = row.column(align=True)
col.prop(cams, "rotation_euler", index=2,
text="Rotate rig (Z)")
col = row.column(align=True)
col.prop(cams, "scale", index=2,
text="Scale rig (XYZ)")
self.drawunit_UIList(layout, "CM", preset, "cameras",