blender/release/scripts/startup/bl_ui/properties_object.py
Campbell Barton 85ce4d957c UI: use split property layout for some panels
Object, render, scene properties now use split-property layout,
also cycles interface.

Patch by @billreynish w/ minor edits.
2018-05-30 18:00:11 +02:00

361 lines
11 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, 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
col = layout.column()
ob = context.object
sub = col.row(align=True)
sub.prop(ob, "location")
sub.prop(ob, "lock_location", text="")
if ob.rotation_mode == 'QUATERNION':
sub = col.row(align=True)
sub.prop(ob, "rotation_quaternion", text="Rotation")
subsub = sub.column(align=True)
subsub.prop(ob, "lock_rotation_w", text="")
subsub.prop(ob, "lock_rotation", text="")
elif ob.rotation_mode == 'AXIS_ANGLE':
# row.column().label(text="Rotation")
#row.column().prop(pchan, "rotation_angle", text="Angle")
#row.column().prop(pchan, "rotation_axis", text="Axis")
sub = col.row(align=True)
sub.prop(ob, "rotation_axis_angle", text="Rotation")
subsub = sub.column(align=True)
subsub.prop(ob, "lock_rotation_w", text="")
subsub.prop(ob, "lock_rotation", text="")
else:
sub = col.row(align=True)
sub.prop(ob, "rotation_euler", text="Rotation")
sub.prop(ob, "lock_rotation", text="")
sub = col.row(align=True)
sub.prop(ob, "scale")
sub.prop(ob, "lock_scale", text="")
col.prop(ob, "rotation_mode")
class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
bl_label = "Delta Transform"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
col = layout.column()
col.column().prop(ob, "delta_location")
if ob.rotation_mode == 'QUATERNION':
col.column().prop(ob, "delta_rotation_quaternion", text="Rotation")
elif ob.rotation_mode == 'AXIS_ANGLE':
# row.column().label(text="Rotation")
#row.column().prop(pchan, "delta_rotation_angle", text="Angle")
#row.column().prop(pchan, "delta_rotation_axis", text="Axis")
#row.column().prop(ob, "delta_rotation_axis_angle", text="Rotation")
col.column().label(text="Not for Axis-Angle")
else:
col.column().prop(ob, "delta_rotation_euler", text="Delta Rotation")
col.column().prop(ob, "delta_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
ob = context.object
col = layout.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)
col = col.column()
col.active = (ob.parent is not None)
col.prop(ob, "use_slow_parent")
sub = col.column()
sub.active = (ob.use_slow_parent)
sub.prop(ob, "slow_parent_offset", text="Offset")
col.separator()
col = layout.column()
col.prop(ob, "track_axis", text="Tracking Axis")
col.prop(ob, "up_axis", text="Up Axis")
col.separator()
col.prop(ob, "pass_index")
class COLLECTION_MT_specials(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.dupli_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='ZOOMIN')
obj_name = obj.name
for collection in bpy.data.collections:
# XXX this is slow and stupid!, we need 2 checks, one thats fast
# and another that we can be sure its not a name collision
# from linked library data
collection_objects = collection.objects
if obj_name in collection.objects and obj in collection_objects[:]:
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_specials", icon='DOWNARROW_HLT', text="")
row = col.box().row()
row.prop(collection, "dupli_offset", text="")
class OBJECT_PT_display(ObjectButtonsPanel, Panel):
bl_label = "Display"
bl_options = {'DEFAULT_CLOSED'}
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'})
is_wire = (obj_type in {'CAMERA', 'EMPTY'})
is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE')
is_dupli = (obj.dupli_type != 'NONE')
col = layout.column(align=True)
col.prop(obj, "show_name", text="Name")
col.prop(obj, "show_axis", text="Axis")
# 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="Wire")
if obj_type == 'MESH' or is_dupli:
col.prop(obj, "show_all_edges")
col = layout.column()
col.prop(obj, "show_bounds", text="Bounds")
col = layout.column()
col.active = obj.show_bounds
col.prop(obj, "draw_bounds_type")
col = layout.column()
if is_geometry:
col.prop(obj, "show_texture_space", text="Texture Space")
col.prop(obj.display, "show_shadows", text="Shadow")
col.prop(obj, "show_x_ray", text="X-Ray")
# if obj_type == 'MESH' or is_empty_image:
# col.prop(obj, "show_transparent", text="Transparency")
col = layout.column()
if is_wire:
# wire objects only use the max. draw type for duplis
col.active = is_dupli
col.prop(
obj, "draw_type",
text="Maximum Dupli Draw Type" if is_wire else "Maximum Dupli Draw Type",
)
col = layout.column()
if is_geometry or is_empty_image:
# Only useful with object having faces/materials...
col.prop(obj, "color")
col = layout.column(align=True)
col.active = bool(is_dupli or obj.particle_systems)
col.prop(obj, "show_duplicator_for_viewport")
col.prop(obj, "show_duplicator_for_render")
class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
bl_label = "Duplication"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
layout.row().prop(ob, "dupli_type", expand=True)
layout.use_property_split = True
if ob.dupli_type == 'FRAMES':
col = layout.column(align=True)
col.prop(ob, "dupli_frames_start", text="Start")
col.prop(ob, "dupli_frames_end", text="End")
col = layout.column(align=True)
col.prop(ob, "dupli_frames_on", text="On")
col.prop(ob, "dupli_frames_off", text="Off")
layout.prop(ob, "use_dupli_frames_speed", text="Speed")
elif ob.dupli_type == 'VERTS':
layout.prop(ob, "use_dupli_vertices_rotation", text="Rotation")
elif ob.dupli_type == 'FACES':
col = layout.column()
col.prop(ob, "use_dupli_faces_scale", text="Scale")
sub = col.column()
sub.active = ob.use_dupli_faces_scale
sub.prop(ob, "dupli_faces_scale", text="Inherit Scale")
elif ob.dupli_type == 'COLLECTION':
layout.prop(ob, "dupli_group", text="Collection")
from .properties_animviz import (
MotionPathButtonsPanel,
OnionSkinButtonsPanel,
)
class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
#bl_label = "Object Motion Paths"
bl_context = "object"
@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_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready
#bl_label = "Object Onion Skinning"
bl_context = "object"
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
ob = context.object
self.draw_settings(context, ob.animation_visualization)
class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_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_specials,
OBJECT_PT_collections,
OBJECT_PT_display,
OBJECT_PT_duplication,
OBJECT_PT_motion_paths,
OBJECT_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)