2009-11-01 15:21:20 +00:00
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-01 15:21:20 +00:00
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#
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# ##### END GPL LICENSE BLOCK #####
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2009-10-31 20:16:59 +00:00
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2009-10-31 23:35:56 +00:00
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# <pep8 compliant>
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2009-04-27 18:05:58 +00:00
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import bpy
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2011-11-11 03:28:46 +00:00
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from bpy.types import Panel, Menu
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2010-01-08 08:54:41 +00:00
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from rna_prop_ui import PropertyPanel
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2009-11-14 13:35:44 +00:00
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2011-09-20 18:29:19 +00:00
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2010-08-09 01:37:09 +00:00
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class CameraButtonsPanel():
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2009-10-31 19:31:45 +00:00
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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2010-08-09 01:37:09 +00:00
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return context.camera and (engine in cls.COMPAT_ENGINES)
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2009-10-31 23:35:56 +00:00
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2011-11-11 03:28:46 +00:00
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class CAMERA_MT_presets(Menu):
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2011-11-04 14:36:06 +00:00
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bl_label = "Camera Presets"
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preset_subdir = "camera"
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preset_operator = "script.execute_preset"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2011-11-11 03:28:46 +00:00
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draw = Menu.draw_preset
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2011-11-04 14:36:06 +00:00
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2011-08-12 06:57:00 +00:00
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class DATA_PT_context_camera(CameraButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = ""
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2010-08-26 01:05:37 +00:00
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bl_options = {'HIDE_HEADER'}
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2010-04-19 11:24:22 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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ob = context.object
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cam = context.camera
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space = context.space_data
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2010-08-06 15:17:44 +00:00
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "data")
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split.separator()
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elif cam:
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split.template_ID(space, "pin_id")
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split.separator()
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UI: Layout Engine
* Buttons are now created first, and after that the layout is computed.
This means the layout engine now works at button level, and makes it
easier to write templates. Otherwise you had to store all info and
create the buttons later.
* Added interface_templates.c as a separate file to put templates in.
These can contain regular buttons, and can be put in a Free layout,
which means you can specify manual coordinates, but still get nested
correct inside other layouts.
* API was changed to allow better nesting. Previously items were added
in the last added layout specifier, i.e. one level up in the layout
hierarchy. This doesn't work well in always, so now when creating things
like rows or columns it always returns a layout which you have to add
the items in. All py scripts were updated to follow this.
* Computing the layout now goes in two passes, first estimating the
required width/height of all nested layouts, and then in the second
pass using the results of that to decide on the actual locations.
* Enum and array buttons now follow the direction of the layout, i.e.
they are vertical or horizontal depending if they are in a column or row.
* Color properties now get a color picker, and only get the additional
RGB sliders with Expand=True.
* File/directory string properties now get a button next to them for
opening the file browse, though this is not implemented yet.
* Layout items can now be aligned, set align=True when creating a column,
row, etc.
* Buttons now get a minimum width of one icon (avoids squashing icon
buttons).
* Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
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2009-10-31 23:35:56 +00:00
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2011-11-04 14:36:06 +00:00
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class DATA_PT_lens(CameraButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Lens"
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2010-04-19 11:24:22 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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2010-08-06 15:17:44 +00:00
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layout.prop(cam, "type", expand=True)
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2009-10-31 19:31:45 +00:00
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2009-11-12 21:44:35 +00:00
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split = layout.split()
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2009-11-14 13:35:44 +00:00
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2009-11-12 21:44:35 +00:00
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col = split.column()
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2009-10-31 19:31:45 +00:00
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if cam.type == 'PERSP':
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2011-11-04 14:36:06 +00:00
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row = col.row()
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2009-10-31 19:31:45 +00:00
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if cam.lens_unit == 'MILLIMETERS':
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2011-11-04 14:36:06 +00:00
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row.prop(cam, "lens")
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2009-10-31 19:31:45 +00:00
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elif cam.lens_unit == 'DEGREES':
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2011-11-04 14:36:06 +00:00
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row.prop(cam, "angle")
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row.prop(cam, "lens_unit", text="")
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2009-10-31 19:31:45 +00:00
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elif cam.type == 'ORTHO':
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2009-11-23 00:27:30 +00:00
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col.prop(cam, "ortho_scale")
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2009-10-31 19:31:45 +00:00
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2011-04-15 12:08:17 +00:00
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col = layout.column()
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if cam.type == 'ORTHO':
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if cam.use_panorama:
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col.alert = True
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else:
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col.enabled = False
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col.prop(cam, "use_panorama")
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2009-10-31 19:31:45 +00:00
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split = layout.split()
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col = split.column(align=True)
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2011-09-21 15:18:38 +00:00
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col.label(text="Shift:")
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2009-11-23 00:27:30 +00:00
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col.prop(cam, "shift_x", text="X")
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col.prop(cam, "shift_y", text="Y")
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2009-10-31 19:31:45 +00:00
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2011-11-04 18:10:50 +00:00
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col = split.column(align=True)
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col.label(text="Clipping:")
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col.prop(cam, "clip_start", text="Start")
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col.prop(cam, "clip_end", text="End")
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2009-10-31 19:31:45 +00:00
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2011-11-08 01:32:34 +00:00
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2011-11-04 14:36:06 +00:00
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class DATA_PT_camera(CameraButtonsPanel, Panel):
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bl_label = "Camera"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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row = layout.row(align=True)
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row.menu("CAMERA_MT_presets", text=bpy.types.CAMERA_MT_presets.bl_label)
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2011-11-08 01:32:34 +00:00
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row.operator("camera.preset_add", text="", icon='ZOOMIN')
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row.operator("camera.preset_add", text="", icon='ZOOMOUT').remove_active = True
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2011-11-04 14:36:06 +00:00
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layout.label(text="Sensor:")
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2009-10-31 19:31:45 +00:00
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2009-11-12 21:44:35 +00:00
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split = layout.split()
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2009-11-14 13:35:44 +00:00
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2011-11-04 14:36:06 +00:00
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col = split.column(align=True)
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if cam.sensor_fit == 'AUTO':
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col.prop(cam, "sensor_width", text="Size")
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else:
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col.prop(cam, "sensor_width", text="Width")
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col.prop(cam, "sensor_height", text="Height")
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2010-08-06 15:17:44 +00:00
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2011-11-04 14:36:06 +00:00
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col = split.column(align=True)
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col.prop(cam, "sensor_fit", text="")
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2011-11-04 15:21:34 +00:00
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2011-11-08 01:32:34 +00:00
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2011-11-04 18:10:50 +00:00
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class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
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bl_label = "Depth of Field"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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2011-11-04 18:10:50 +00:00
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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layout.label(text="Focus:")
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split = layout.split()
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split.prop(cam, "dof_object", text="")
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col = split.column()
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col.active = cam.dof_object is None
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col.prop(cam, "dof_distance", text="Distance")
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2009-10-31 23:35:56 +00:00
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2011-11-08 01:32:34 +00:00
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2011-08-12 06:57:00 +00:00
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class DATA_PT_camera_display(CameraButtonsPanel, Panel):
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2011-09-15 13:20:18 +00:00
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bl_label = "Display"
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2010-04-19 11:24:22 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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cam = context.camera
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split = layout.split()
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col = split.column()
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2011-09-21 15:18:38 +00:00
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col.prop(cam, "show_limits", text="Limits")
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col.prop(cam, "show_mist", text="Mist")
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col.prop(cam, "show_title_safe", text="Title Safe")
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2011-11-04 14:36:06 +00:00
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col.prop(cam, "show_sensor", text="Sensor")
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2011-09-21 15:18:38 +00:00
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col.prop(cam, "show_name", text="Name")
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2009-10-31 19:31:45 +00:00
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2010-08-06 15:17:44 +00:00
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col = split.column()
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2011-11-04 14:36:06 +00:00
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col.prop_menu_enum(cam, "show_guide")
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col.separator()
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2011-09-21 15:18:38 +00:00
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col.prop(cam, "draw_size", text="Size")
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2009-11-23 00:27:30 +00:00
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col.separator()
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2011-09-21 15:18:38 +00:00
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col.prop(cam, "show_passepartout", text="Passepartout")
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2009-10-31 19:31:45 +00:00
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sub = col.column()
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sub.active = cam.show_passepartout
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2011-09-21 15:18:38 +00:00
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sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True)
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2009-09-27 11:00:35 +00:00
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2010-01-08 08:54:41 +00:00
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2011-08-12 06:57:00 +00:00
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class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
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2010-08-12 19:36:10 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object.data"
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2010-12-17 10:33:28 +00:00
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_property_type = bpy.types.Camera
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2011-04-04 10:13:04 +00:00
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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