blender/release/ui/buttons_data_bone.py
Brecht Van Lommel 1f4fa869e4 2.5: RNA & UI
* Revert lamp sampling/buffers change. The right enum items should
  be defined in RNA, not the layout, so that it works in outliner,
  python api too.
* Also changed type popup to radio buttons again, and removed the
  icons. This is more consistent, and I don't think it's a good idea
  to start using icons for these things, too much clutter.

* Replace Mesh with Normals panel in the mesh buttons.
* Remove Material panel from mesh buttons.
* Added name fields for shape/vgroup/vcol/uv.
* Spacing tweak to Object and Bone names.

* Fix some naming conflicts in RNA, with "name" and "type" properties
  being defined twice in the same struct.

* context.scene.tool_settings -> context.tool_settings.
2009-07-21 00:55:20 +00:00

230 lines
5.8 KiB
Python

import bpy
class BoneButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "bone"
def poll(self, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel):
__idname__ = "BONE_PT_context_bone"
__no_header__ = True
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.itemL(text="", icon="ICON_BONE_DATA")
row.itemR(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel):
__idname__ = "BONE_PT_transform"
__label__ = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.column().itemR(bone, "head")
row.column().itemR(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.itemL(text="Roll:")
sub.itemR(bone, "roll", text="")
sub.itemL()
sub.itemR(bone, "locked")
sub.itemS()
else:
pchan = ob.pose.pose_channels[context.bone.name]
layout.itemR(pchan, "rotation_mode")
row = layout.row()
col = row.column()
col.itemR(pchan, "location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode == 'QUATERNION':
col.itemR(pchan, "rotation", text="Rotation")
else:
col.itemR(pchan, "euler_rotation", text="Rotation")
row.column().itemR(pchan, "scale")
if pchan.rotation_mode == 'QUATERNION':
col = layout.column(align=True)
col.itemL(text="Euler:")
col.row().itemR(pchan, "euler_rotation", text="")
class BONE_PT_bone(BoneButtonsPanel):
__idname__ = "BONE_PT_bone"
__label__ = "Bone"
def draw(self, context):
layout = self.layout
bone = context.bone
arm = context.armature
if not bone:
bone = context.edit_bone
split = layout.split()
sub = split.column()
sub.itemL(text="Parent:")
if context.bone:
sub.itemR(bone, "parent", text="")
else:
sub.item_pointerR(bone, "parent", arm, "edit_bones", text="")
row = sub.row()
row.itemR(bone, "connected")
row.active = bone.parent != None
sub.itemL(text="Layers:")
sub.template_layers(bone, "layer")
sub = split.column()
sub.itemL(text="Inherit:")
sub.itemR(bone, "hinge", text="Rotation")
sub.itemR(bone, "inherit_scale", text="Scale")
sub.itemL(text="Display:")
sub.itemR(bone, "draw_wire", text="Wireframe")
sub.itemR(bone, "hidden", text="Hide")
class BONE_PT_inverse_kinematics(BoneButtonsPanel):
__idname__ = "BONE_PT_inverse_kinematics"
__label__ = "Inverse Kinematics"
__default_closed__ = True
def poll(self, context):
ob = context.object
bone = context.bone
if ob and context.bone:
pchan = ob.pose.pose_channels[context.bone.name]
return pchan.has_ik
return False
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.pose_channels[context.bone.name]
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_x", text="X")
row = split.row()
row.itemR(pchan, "ik_stiffness_x", text="Stiffness")
row.active = pchan.ik_dof_x
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_x", text="Limit")
row.active = pchan.ik_dof_x
row = split.row(align=True)
row.itemR(pchan, "ik_min_x", text="")
row.itemR(pchan, "ik_max_x", text="")
row.active = pchan.ik_dof_x and pchan.ik_limit_x
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_y", text="Y")
row = split.row()
row.itemR(pchan, "ik_stiffness_y", text="Stiffness")
row.active = pchan.ik_dof_y
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_y", text="Limit")
row.active = pchan.ik_dof_y
row = split.row(align=True)
row.itemR(pchan, "ik_min_y", text="")
row.itemR(pchan, "ik_max_y", text="")
row.active = pchan.ik_dof_y and pchan.ik_limit_y
split = layout.split(percentage=0.25)
split.itemR(pchan, "ik_dof_z", text="Z")
row = split.row()
row.itemR(pchan, "ik_stiffness_z", text="Stiffness")
row.active = pchan.ik_dof_z
split = layout.split(percentage=0.25)
row = split.row()
row.itemR(pchan, "ik_limit_z", text="Limit")
row.active = pchan.ik_dof_z
row = split.row(align=True)
row.itemR(pchan, "ik_min_z", text="")
row.itemR(pchan, "ik_max_z", text="")
row.active = pchan.ik_dof_z and pchan.ik_limit_z
split = layout.split()
split.itemR(pchan, "ik_stretch", text="Stretch")
split.itemL()
class BONE_PT_deform(BoneButtonsPanel):
__idname__ = "BONE_PT_deform"
__label__ = "Deform"
__default_closed__ = True
def draw_header(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
layout.itemR(bone, "deform", text="")
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.deform
split = layout.split()
col = split.column()
col.itemL(text="Envelope:")
sub = col.column(align=True)
sub.itemR(bone, "envelope_distance", text="Distance")
sub.itemR(bone, "envelope_weight", text="Weight")
col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
sub = col.column(align=True)
sub.itemL(text="Radius:")
sub.itemR(bone, "head_radius", text="Head")
sub.itemR(bone, "tail_radius", text="Tail")
col = split.column()
col.itemL(text="Curved Bones:")
sub = col.column(align=True)
sub.itemR(bone, "bbone_segments", text="Segments")
sub.itemR(bone, "bbone_in", text="Ease In")
sub.itemR(bone, "bbone_out", text="Ease Out")
col.itemL(text="Offset:")
col.itemR(bone, "cyclic_offset")
bpy.types.register(BONE_PT_context_bone)
bpy.types.register(BONE_PT_transform)
bpy.types.register(BONE_PT_bone)
bpy.types.register(BONE_PT_deform)
bpy.types.register(BONE_PT_inverse_kinematics)