blender/release/ui/buttons_object_constraint.py

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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)