forked from bartvdbraak/blender
181 lines
5.2 KiB
Python
181 lines
5.2 KiB
Python
# ##### 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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#
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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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#
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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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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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narrowui = 180
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class SceneButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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def poll(self, context):
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return context.scene
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class SCENE_PT_scene(SceneButtonsPanel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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scene = context.scene
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if wide_ui:
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layout.prop(scene, "camera")
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layout.prop(scene, "set", text="Background")
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else:
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layout.prop(scene, "camera", text="")
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layout.prop(scene, "set", text="")
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class SCENE_PT_unit(SceneButtonsPanel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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unit = context.scene.unit_settings
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col = layout.column()
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col.row().prop(unit, "system", expand=True)
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split = layout.split()
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split.active = (unit.system != 'NONE')
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col = split.column()
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col.prop(unit, "scale_length", text="Scale")
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if wide_ui:
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col = split.column()
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col.prop(unit, "use_separate")
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class SCENE_PT_keying_sets(SceneButtonsPanel):
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bl_label = "Keying Sets"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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wide_ui = context.region.width > narrowui
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row = layout.row()
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col = row.column()
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col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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ks = scene.active_keying_set
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if ks:
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row = layout.row()
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col = row.column()
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col.prop(ks, "name")
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col.prop(ks, "absolute")
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if wide_ui:
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col = row.column()
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col.label(text="Keyframing Settings:")
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col.prop(ks, "insertkey_needed", text="Needed")
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col.prop(ks, "insertkey_visual", text="Visual")
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col.prop(ks, "insertkey_xyz_to_rgb", text="XYZ to RGB")
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class SCENE_PT_keying_set_paths(SceneButtonsPanel):
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bl_label = "Active Keying Set"
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def poll(self, context):
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return (context.scene.active_keying_set is not None)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ks = scene.active_keying_set
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wide_ui = context.region.width > narrowui
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list(ks, "paths", ks, "active_path_index", rows=2)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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ksp = ks.active_path
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = layout.row()
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col = row.column()
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col.label(text="Array Target:")
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col.prop(ksp, "entire_array")
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if ksp.entire_array is False:
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col.prop(ksp, "array_index")
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if wide_ui:
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "grouping")
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if ksp.grouping == 'NAMED':
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col.prop(ksp, "group")
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class SCENE_PT_physics(SceneButtonsPanel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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wide_ui = context.region.width > narrowui
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layout.active = scene.use_gravity
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if wide_ui:
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layout.prop(scene, "gravity", text="")
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else:
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layout.column().prop(scene, "gravity", text="")
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bpy.types.register(SCENE_PT_scene)
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bpy.types.register(SCENE_PT_unit)
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bpy.types.register(SCENE_PT_keying_sets)
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bpy.types.register(SCENE_PT_keying_set_paths)
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bpy.types.register(SCENE_PT_physics)
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