blender/release/scripts/ui/properties_data_armature.py
2010-09-07 15:17:42 +00:00

301 lines
8.7 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 rna_prop_ui import PropertyPanel
class ArmatureButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif arm:
split.template_ID(space, "pin_id")
split.separator()
class DATA_PT_skeleton(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Skeleton"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "pose_position", expand=True)
split = layout.split()
col = split.column()
col.label(text="Layers:")
col.prop(arm, "layers", text="")
col.label(text="Protected Layers:")
col.prop(arm, "layers_protected", text="")
col.label(text="Deform:")
split = layout.split()
col = split.column()
col.prop(arm, "use_deform_vertex_groups", text="Vertex Groups")
col.prop(arm, "use_deform_envelopes", text="Envelopes")
col = split.column()
col.prop(arm, "use_deform_preserve_volume", text="Quaternion")
class DATA_PT_display(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
layout.row().prop(arm, "draw_type", expand=True)
split = layout.split()
col = split.column()
col.prop(arm, "show_names", text="Names")
col.prop(arm, "show_axes", text="Axes")
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col = split.column()
col.prop(arm, "show_group_colors", text="Colors")
col.prop(ob, "show_x_ray", text="X-Ray")
col.prop(arm, "use_deform_delay", text="Delay Refresh")
class DATA_PT_bone_groups(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Bone Groups"
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
row = layout.row()
row.template_list(pose, "bone_groups", pose.bone_groups, "active_index", rows=2)
col = row.column(align=True)
col.active = (ob.proxy is None)
col.operator("pose.group_add", icon='ZOOMIN', text="")
col.operator("pose.group_remove", icon='ZOOMOUT', text="")
group = pose.bone_groups.active
if group:
col = layout.column()
col.active = (ob.proxy is None)
col.prop(group, "name")
split = layout.split()
split.active = (ob.proxy is None)
col = split.column()
col.prop(group, "color_set")
if group.color_set:
col = split.column()
subrow = col.row(align=True)
subrow.prop(group.colors, "normal", text="")
subrow.prop(group.colors, "select", text="")
subrow.prop(group.colors, "active", text="")
row = layout.row()
row.active = (ob.proxy is None)
sub = row.row(align=True)
sub.operator("pose.group_assign", text="Assign")
sub.operator("pose.group_unassign", text="Remove") # row.operator("pose.bone_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("pose.group_select", text="Select")
sub.operator("pose.group_deselect", text="Deselect")
# TODO: this panel will soon be depreceated too
class DATA_PT_ghost(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Ghost"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.prop(arm, "ghost_frame_start", text="Start")
sub.prop(arm, "ghost_frame_end", text="End")
sub.prop(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.prop(arm, "ghost_step", text="Range")
sub.prop(arm, "ghost_size", text="Step")
col = split.column()
col.label(text="Display:")
col.prop(arm, "show_only_ghost_selected", text="Selected Only")
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "iTaSC parameters"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.pose)
def draw(self, context):
layout = self.layout
ob = context.object
itasc = ob.pose.ik_param
row = layout.row()
row.prop(ob.pose, "ik_solver")
if itasc:
layout.prop(itasc, "mode", expand=True)
simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.label(text="Reiteration:")
layout.prop(itasc, "reiteration_method", expand=True)
split = layout.split()
split.active = not simulation or itasc.reiteration_method != 'NEVER'
col = split.column()
col.prop(itasc, "precision")
col = split.column()
col.prop(itasc, "iterations")
if simulation:
layout.prop(itasc, "use_auto_step")
row = layout.row()
if itasc.use_auto_step:
row.prop(itasc, "step_min", text="Min")
row.prop(itasc, "step_max", text="Max")
else:
row.prop(itasc, "step_count")
layout.prop(itasc, "solver")
if simulation:
layout.prop(itasc, "feedback")
layout.prop(itasc, "velocity_max")
if itasc.solver == 'DLS':
row = layout.row()
row.prop(itasc, "damping_max", text="Damp", slider=True)
row.prop(itasc, "damping_epsilon", text="Eps", slider=True)
from properties_animviz import MotionPathButtonsPanel, OnionSkinButtonsPanel
class DATA_PT_motion_paths(MotionPathButtonsPanel, bpy.types.Panel):
#bl_label = "Bones Motion Paths"
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include posemode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
layout.separator()
split = layout.split()
col = split.column()
col.operator("pose.paths_calculate", text="Calculate Paths")
col = split.column()
col.operator("pose.paths_clear", text="Clear Paths")
class DATA_PT_onion_skinning(OnionSkinButtonsPanel): # , bpy.types.Panel): # inherit from panel when ready
#bl_label = "Bones Onion Skinning"
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include posemode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()