forked from bartvdbraak/blender
5b0f0421ef
Quiet's pylint W0613 warning, also remove some unused args.
339 lines
11 KiB
Python
339 lines
11 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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from bpy.types import Panel, Menu
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from rna_prop_ui import PropertyPanel
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from .properties_animviz import (
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MotionPathButtonsPanel,
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MotionPathButtonsPanel_display,
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)
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class ArmatureButtonsPanel:
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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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@classmethod
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def poll(cls, context):
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return context.armature
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class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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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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arm = context.armature
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif arm:
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layout.template_ID(space, "pin_id")
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class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
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bl_label = "Skeleton"
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def draw(self, context):
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layout = self.layout
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arm = context.armature
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layout.row().prop(arm, "pose_position", expand=True)
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col = layout.column()
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col.label(text="Layers:")
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col.prop(arm, "layers", text="")
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col.label(text="Protected Layers:")
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col.prop(arm, "layers_protected", text="")
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class DATA_PT_display(ArmatureButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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arm = context.armature
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layout.prop(arm, "display_type", text="Display As")
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flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
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col = flow.column()
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col.prop(arm, "show_names", text="Names")
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col = flow.column()
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col.prop(arm, "show_axes", text="Axes")
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col = flow.column()
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col.prop(arm, "show_bone_custom_shapes", text="Shapes")
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col = flow.column()
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col.prop(arm, "show_group_colors", text="Group Colors")
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if ob:
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col = flow.column()
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col.prop(ob, "show_in_front", text="In Front")
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col = flow.column()
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col.prop(arm, "use_deform_delay", text="Delay Refresh")
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class DATA_MT_bone_group_context_menu(Menu):
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bl_label = "Bone Group Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("pose.group_sort", icon='SORTALPHA')
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class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel):
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bl_label = "Bone Groups"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
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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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pose = ob.pose
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group = pose.bone_groups.active
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row = layout.row()
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rows = 1
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if group:
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rows = 4
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row.template_list("UI_UL_list", "bone_groups", pose, "bone_groups", pose.bone_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.active = (ob.proxy is None)
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col.operator("pose.group_add", icon='ADD', text="")
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col.operator("pose.group_remove", icon='REMOVE', text="")
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col.menu("DATA_MT_bone_group_context_menu", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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split = layout.split()
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split.active = (ob.proxy is None)
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col = split.column()
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col.prop(group, "color_set")
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if group.color_set:
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col = split.column()
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sub = col.row(align=True)
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sub.enabled = group.is_custom_color_set # only custom colors are editable
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sub.prop(group.colors, "normal", text="")
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sub.prop(group.colors, "select", text="")
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sub.prop(group.colors, "active", text="")
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row = layout.row()
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row.active = (ob.proxy is None)
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sub = row.row(align=True)
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sub.operator("pose.group_assign", text="Assign")
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# row.operator("pose.bone_group_remove_from", text="Remove")
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sub.operator("pose.group_unassign", text="Remove")
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sub = row.row(align=True)
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sub.operator("pose.group_select", text="Select")
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sub.operator("pose.group_deselect", text="Deselect")
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class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
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bl_label = "Pose Library"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
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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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poselib = ob.pose_library
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layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
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if poselib:
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# warning about poselib being in an invalid state
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if poselib.fcurves and not poselib.pose_markers:
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layout.label(icon='ERROR', text="Error: Potentially corrupt library, run 'Sanitize' operator to fix")
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# list of poses in pose library
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row = layout.row()
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row.template_list("UI_UL_list", "pose_markers", poselib, "pose_markers",
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poselib.pose_markers, "active_index", rows=5)
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# column of operators for active pose
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# - goes beside list
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col = row.column(align=True)
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# invoke should still be used for 'add', as it is needed to allow
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# add/replace options to be used properly
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col.operator("poselib.pose_add", icon='ADD', text="")
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col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
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pose_marker_active = poselib.pose_markers.active
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if pose_marker_active is not None:
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col.operator("poselib.pose_remove", icon='REMOVE', text="")
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col.operator(
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"poselib.apply_pose",
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icon='ZOOM_SELECTED',
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text="",
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).pose_index = poselib.pose_markers.active_index
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col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu?
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if pose_marker_active is not None:
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col.operator("poselib.pose_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("poselib.pose_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
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bl_label = "Inverse Kinematics"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.pose)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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itasc = ob.pose.ik_param
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layout.prop(ob.pose, "ik_solver")
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if itasc:
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layout.prop(itasc, "mode")
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simulation = (itasc.mode == 'SIMULATION')
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if simulation:
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layout.prop(itasc, "reiteration_method", expand=False)
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col = layout.column()
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col.active = not simulation or itasc.reiteration_method != 'NEVER'
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col.prop(itasc, "precision")
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col.prop(itasc, "iterations")
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if simulation:
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col.prop(itasc, "use_auto_step")
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sub = layout.column(align=True)
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if itasc.use_auto_step:
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sub.prop(itasc, "step_min", text="Steps Min")
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sub.prop(itasc, "step_max", text="Max")
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else:
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sub.prop(itasc, "step_count", text="Steps")
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col.prop(itasc, "solver")
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if simulation:
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col.prop(itasc, "feedback")
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col.prop(itasc, "velocity_max")
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if itasc.solver == 'DLS':
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col.separator()
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col.prop(itasc, "damping_max", text="Damping Max", slider=True)
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col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
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class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
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#bl_label = "Bones Motion Paths"
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bl_options = {'DEFAULT_CLOSED'}
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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# XXX: include pose-mode check?
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return (context.object) and (context.armature)
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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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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
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#bl_label = "Bones Motion Paths"
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bl_context = "data"
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bl_parent_id = "DATA_PT_motion_paths"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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# XXX: include pose-mode check?
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return (context.object) and (context.armature)
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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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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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_context_path = "object.data"
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_property_type = bpy.types.Armature
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classes = (
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DATA_PT_context_arm,
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DATA_PT_skeleton,
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DATA_MT_bone_group_context_menu,
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DATA_PT_bone_groups,
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DATA_PT_pose_library,
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DATA_PT_motion_paths,
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DATA_PT_motion_paths_display,
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DATA_PT_display,
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DATA_PT_iksolver_itasc,
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DATA_PT_custom_props_arm,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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