blender/release/scripts/ui/properties_object.py
Joshua Leung 7cc5aaf18a Added panel for accessing the "delta transforms" for Objects (this is closed by default to not clutter that much).
This should help silence complaints from some about "dloc",etc. not being easily keyable. 

It's also a nice way to have instances of animated objects located in different places, by animating either the standard transforms or the deltas, and then modifying by not animating the other version to keep the instances from going to a single point. This was a common newbie problem in 2.4x.
2010-10-16 11:52:30 +00:00

351 lines
10 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 ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class OBJECT_PT_context_object(ObjectButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
space = context.space_data
ob = context.object
row = layout.row()
row.label(text="", icon='OBJECT_DATA')
if space.use_pin_id:
row.template_ID(space, "pin_id")
else:
row.prop(ob, "name", text="")
class OBJECT_PT_transform(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().prop(ob, "location")
if ob.rotation_mode == 'QUATERNION':
row.column().prop(ob, "rotation_quaternion", text="Rotation")
elif ob.rotation_mode == 'AXIS_ANGLE':
#row.column().label(text="Rotation")
#row.column().prop(pchan, "rotation_angle", text="Angle")
#row.column().prop(pchan, "rotation_axis", text="Axis")
row.column().prop(ob, "rotation_axis_angle", text="Rotation")
else:
row.column().prop(ob, "rotation_euler", text="Rotation")
row.column().prop(ob, "scale")
layout.prop(ob, "rotation_mode")
class OBJECT_PT_delta_transform(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Delta Transform"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().prop(ob, "delta_location")
if ob.rotation_mode == 'QUATERNION':
row.column().prop(ob, "delta_rotation_quaternion", text="Rotation")
elif ob.rotation_mode == 'AXIS_ANGLE':
#row.column().label(text="Rotation")
#row.column().prop(pchan, "delta_rotation_angle", text="Angle")
#row.column().prop(pchan, "delta_rotation_axis", text="Axis")
#row.column().prop(ob, "delta_rotation_axis_angle", text="Rotation")
row.column().label(ob, text="Not for Axis-Angle")
else:
row.column().prop(ob, "delta_rotation_euler", text="Rotation")
row.column().prop(ob, "delta_scale")
class OBJECT_PT_transform_locks(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Transform Locks"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
col = row.column()
col.prop(ob, "lock_location", text="Location")
col = row.column()
if ob.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
col.prop(ob, "lock_rotations_4d", text="Rotation")
if ob.lock_rotations_4d:
col.prop(ob, "lock_rotation_w", text="W")
col.prop(ob, "lock_rotation", text="")
else:
col.prop(ob, "lock_rotation", text="Rotation")
row.column().prop(ob, "lock_scale", text="Scale")
class OBJECT_PT_relations(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.prop(ob, "layers")
col.separator()
col.prop(ob, "pass_index")
col = split.column()
col.label(text="Parent:")
col.prop(ob, "parent", text="")
sub = col.column()
sub.prop(ob, "parent_type", text="")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.prop_search(ob, "parent_bone", parent.data, "bones", text="")
sub.active = (parent is not None)
class OBJECT_PT_groups(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Groups"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row(align=True)
row.operator("object.group_link", text="Add to Group")
row.operator("object.group_add", text="", icon='ZOOMIN')
# XXX, this is bad practice, yes, I wrote it :( - campbell
index = 0
value = str(tuple(context.scene.cursor_location))
for group in bpy.data.groups:
if ob.name in group.objects:
col = layout.column(align=True)
col.context_pointer_set("group", group)
row = col.box().row()
row.prop(group, "name", text="")
row.operator("object.group_remove", text="", icon='X', emboss=False)
split = col.box().split()
col = split.column()
col.prop(group, "layers", text="Dupli")
col = split.column()
col.prop(group, "dupli_offset", text="")
prop = col.operator("wm.context_set_value", text="From Cursor")
prop.data_path = "object.users_group[%d].dupli_offset" % index
prop.value = value
index += 1
class OBJECT_PT_display(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.prop(ob, "draw_type", text="Type")
col = split.column()
row = col.row()
row.prop(ob, "show_bounds", text="Bounds")
sub = row.row()
sub.active = ob.show_bounds
sub.prop(ob, "draw_bounds_type", text="")
split = layout.split()
col = split.column()
col.prop(ob, "show_name", text="Name")
col.prop(ob, "show_axis", text="Axis")
col.prop(ob, "show_wire", text="Wire")
col.prop(ob, "color", text="Object Color")
col = split.column()
col.prop(ob, "show_texture_space", text="Texture Space")
col.prop(ob, "show_x_ray", text="X-Ray")
col.prop(ob, "show_transparent", text="Transparency")
class OBJECT_PT_duplication(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Duplication"
def draw(self, context):
layout = self.layout
ob = context.object
layout.prop(ob, "dupli_type", expand=True)
if ob.dupli_type == 'FRAMES':
split = layout.split()
col = split.column(align=True)
col.prop(ob, "dupli_frames_start", text="Start")
col.prop(ob, "dupli_frames_end", text="End")
col = split.column(align=True)
col.prop(ob, "dupli_frames_on", text="On")
col.prop(ob, "dupli_frames_off", text="Off")
layout.prop(ob, "use_dupli_frames_speed", text="Speed")
elif ob.dupli_type == 'VERTS':
layout.prop(ob, "use_dupli_vertices_rotation", text="Rotation")
elif ob.dupli_type == 'FACES':
split = layout.split()
col = split.column()
col.prop(ob, "use_dupli_faces_scale", text="Scale")
col = split.column()
col.prop(ob, "dupli_faces_scale", text="Inherit Scale")
elif ob.dupli_type == 'GROUP':
layout.prop(ob, "dupli_group", text="Group")
# XXX: the following options are all quite buggy, ancient hacks that should be dropped
class OBJECT_PT_animation(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Animation Hacks"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.label(text="Time Offset:")
col.prop(ob, "use_time_offset_edit", text="Edit")
row = col.row()
row.prop(ob, "use_time_offset_parent", text="Parent")
row.active = (ob.parent is not None)
row = col.row()
row.prop(ob, "use_slow_parent")
row.active = (ob.parent is not None)
col.prop(ob, "time_offset", text="Offset")
# XXX: these are still used for a few curve-related tracking features
col = split.column()
col.label(text="Tracking Axes:")
col.prop(ob, "track_axis", text="Axis")
col.prop(ob, "up_axis", text="Up Axis")
from properties_animviz import MotionPathButtonsPanel, OnionSkinButtonsPanel
class OBJECT_PT_motion_paths(MotionPathButtonsPanel, bpy.types.Panel):
#bl_label = "Object Motion Paths"
bl_context = "object"
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
layout = self.layout
ob = context.object
self.draw_settings(context, ob.animation_visualisation)
layout.separator()
split = layout.split()
col = split.column()
col.operator("object.paths_calculate", text="Calculate Paths")
col = split.column()
col.operator("object.paths_clear", text="Clear Paths")
class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel): # , bpy.types.Panel): # inherit from panel when ready
#bl_label = "Object Onion Skinning"
bl_context = "object"
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
layout = self.layout
ob = context.object
self.draw_settings(context, ob.animation_visualisation)
class OBJECT_PT_custom_props(bpy.types.Panel, PropertyPanel, ObjectButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()