blender/release/ui/buttons_object_constraint.py
Brecht Van Lommel 276a75ae07 UI:
* Added panels with dummy preview template.
* Added constraints panel for bones next to objects, though it
  doesn't work that well yet, the operators and code need to be
  changed so they don't assume it is one or the other in/out
  of posemode.
* Added some graying out in the scene and world buttons.
2009-05-28 23:45:50 +00:00

109 lines
2.8 KiB
Python

import bpy
class ConstraintButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "object"
def draw_constraint(self, con):
layout = self.layout
box = layout.template_constraint(con)
if box:
if con.type == "COPY_LOCATION":
self.copy_location(box, con)
# show/key buttons here are most likely obsolete now, with
# keyframing functionality being part of every button
if con.type not in ("RIGID_BODY_JOINT", "NULL"):
box.itemR(con, "influence")
def space_template(self, layout, con, target=True, owner=True):
if target or owner:
row = layout.row()
row.itemL(text="Convert:")
if target:
row.itemR(con, "target_space", text="")
if target and owner:
row.itemL(icon=8) # XXX
if owner:
row.itemR(con, "owner_space", text="")
def target_template(self, layout, con, subtargets=True):
layout.itemR(con, "target") # XXX limiting settings for only 'curves' or some type of object
if con.target and subtargets:
if con.target.type == "ARMATURE":
layout.itemR(con, "subtarget", text="Bone") # XXX autocomplete
row = layout.row()
row.itemL(text="Head/Tail:")
row.itemR(con, "head_tail", text="")
elif con.target.type in ("MESH", "LATTICE"):
layout.itemR(con, "subtarget", text="Vertex Group") # XXX autocomplete
def copy_location(self, layout, con):
self.target_template(layout, con)
row = layout.row(align=True)
row.itemR(con, "locate_like_x", text="X", toggle=True)
row.itemR(con, "invert_x", text="-", toggle=True)
row.itemR(con, "locate_like_y", text="Y", toggle=True)
row.itemR(con, "invert_y", text="-", toggle=True)
row.itemR(con, "locate_like_z", text="Z", toggle=True)
row.itemR(con, "invert_z", text="-", toggle=True)
layout.itemR(con, "offset")
self.space_template(layout, con)
class OBJECT_PT_constraints(ConstraintButtonsPanel):
__idname__ = "OBJECT_PT_constraints"
__label__ = "Constraints"
__context__ = "object"
def poll(self, context):
ob = context.active_object
return (ob != None)
def draw(self, context):
ob = context.active_object
layout = self.layout
row = layout.row()
row.item_menu_enumO("OBJECT_OT_constraint_add", "type")
row.itemL();
for con in ob.constraints:
self.draw_constraint(con)
class BONE_PT_constraints(ConstraintButtonsPanel):
__idname__ = "BONE_PT_constraints"
__label__ = "Constraints"
__context__ = "bone"
def poll(self, context):
ob = context.active_object
return (ob and ob.type == "ARMATURE")
def draw(self, context):
ob = context.active_object
pchan = ob.pose.pose_channels[0]
layout = self.layout
#row = layout.row()
#row.item_menu_enumO("BONE_OT_constraint_add", "type")
#row.itemL();
for con in pchan.constraints:
self.draw_constraint(con)
bpy.types.register(OBJECT_PT_constraints)
bpy.types.register(BONE_PT_constraints)