blender/release/scripts/ui/properties_data_modifier.py
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00

714 lines
21 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
class ModifierButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
class DATA_PT_modifiers(ModifierButtonsPanel, bpy.types.Panel):
bl_label = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
layout.operator_menu_enum("object.modifier_add", "type")
for md in ob.modifiers:
box = layout.template_modifier(md)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, md.type)(box, ob, md)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def ARMATURE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group::")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
split = layout.split()
col = split.column()
col.label(text="Bind To:")
col.prop(md, "use_vertex_groups", text="Vertex Groups")
col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
col = split.column()
col.label(text="Deformation:")
col.prop(md, "quaternion")
col.prop(md, "use_multi_modifier")
def ARRAY(self, layout, ob, md):
layout.prop(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.prop(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.prop(md, "length")
elif md.fit_type == 'FIT_CURVE':
layout.prop(md, "curve")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "use_constant_offset")
sub = col.column()
sub.active = md.use_constant_offset
sub.prop(md, "constant_offset_displace", text="")
col.separator()
col.prop(md, "use_merge_vertices", text="Merge")
sub = col.column()
sub.active = md.use_merge_vertices
sub.prop(md, "use_merge_vertices_cap", text="First Last")
sub.prop(md, "merge_threshold", text="Distance")
col = split.column()
col.prop(md, "use_relative_offset")
sub = col.column()
sub.active = md.use_relative_offset
sub.prop(md, "relative_offset_displace", text="")
col.separator()
col.prop(md, "use_object_offset")
sub = col.column()
sub.active = md.use_object_offset
sub.prop(md, "offset_object", text="")
layout.separator()
col = layout.column()
col.prop(md, "start_cap")
col.prop(md, "end_cap")
def BEVEL(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "width")
col = split.column()
col.prop(md, "use_only_vertices")
layout.label(text="Limit Method:")
layout.row().prop(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.prop(md, "angle")
elif md.limit_method == 'WEIGHT':
layout.row().prop(md, "edge_weight_method", expand=True)
def BOOLEAN(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Operation:")
col.prop(md, "operation", text="")
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
def BUILD(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "frame_start")
col.prop(md, "length")
col = split.column()
col.prop(md, "randomize")
sub = col.column()
sub.active = md.randomize
sub.prop(md, "seed")
def CAST(self, layout, ob, md):
split = layout.split(percentage=0.25)
split.label(text="Cast Type:")
split.prop(md, "cast_type", text="")
split = layout.split(percentage=0.25)
col = split.column()
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "radius")
col.prop(md, "size")
col.prop(md, "use_radius_as_size")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Control Object:")
col.prop(md, "object", text="")
if md.object:
col.prop(md, "use_transform")
def CLOTH(self, layout, ob, md):
layout.label(text="See Cloth panel.")
def COLLISION(self, layout, ob, md):
layout.label(text="See Collision panel.")
def CURVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Deformation Axis:")
layout.row().prop(md, "deform_axis", expand=True)
def DECIMATE(self, layout, ob, md):
layout.prop(md, "ratio")
layout.label(text="Face Count: %s" % str(md.face_count))
def DISPLACE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.prop(md, "texture", text="")
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Direction:")
col.prop(md, "direction", text="")
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coordinate_object", text="Object")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_object(md, "uv_layer", ob.data, "uv_textures")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "mid_level")
col = split.column()
col.prop(md, "strength")
def EDGE_SPLIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.prop(md, "split_angle")
col = split.column()
col.prop(md, "use_edge_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "protect")
col = split.column()
col.prop(md, "use_edge_split")
col.prop(md, "show_unborn")
col.prop(md, "show_alive")
col.prop(md, "show_dead")
col.prop(md, "size")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(self, layout, ob, md):
layout.label(text="See Fluid panel.")
def HOOK(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_object(md, "subtarget", md.object.data, "bones", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "falloff")
col.prop(md, "force", slider=True)
col = split.column()
col.operator("object.hook_reset", text="Reset")
col.operator("object.hook_recenter", text="Recenter")
if ob.mode == 'EDIT':
layout.separator()
row = layout.row()
row.operator("object.hook_select", text="Select")
row.operator("object.hook_assign", text="Assign")
def LATTICE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def MASK(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
col = split.column()
if md.mode == 'ARMATURE':
col.label(text="Armature:")
col.prop(md, "armature", text="")
elif md.mode == 'VERTEX_GROUP':
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
def MESH_DEFORM(self, layout, ob, md):
split = layout.split()
col = split.column()
sub = col.column()
sub.label(text="Object:")
sub.prop(md, "object", text="")
sub.active = not md.is_bound
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
layout.separator()
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind")
else:
layout.operator("object.meshdeform_bind", text="Bind")
split = layout.split()
col = split.column()
col.prop(md, "precision")
col = split.column()
col.prop(md, "dynamic")
def MIRROR(self, layout, ob, md):
layout.prop(md, "merge_threshold")
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.label(text="Options:")
col.prop(md, "clip", text="Clipping")
col.prop(md, "use_mirror_vertex_groups", text="Vertex Groups")
col = split.column()
col.label(text="Textures:")
col.prop(md, "use_mirror_u", text="U")
col.prop(md, "use_mirror_v", text="V")
col = layout.column()
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
col.prop(md, "levels", text="Preview")
col.prop(md, "sculpt_levels", text="Sculpt")
col.prop(md, "render_levels", text="Render")
col = split.column()
col.enabled = ob.mode != 'EDIT'
col.operator("object.multires_subdivide", text="Subdivide")
col.operator("object.multires_higher_levels_delete", text="Delete Higher")
col.operator("object.multires_reshape", text="Reshape")
col.prop(md, "show_only_control_edges")
layout.separator()
col = layout.column()
row = col.row()
if md.is_external:
row.operator("object.multires_external_pack", text="Pack External")
row.label()
row = col.row()
row.prop(md, "filepath", text="")
else:
row.operator("object.multires_external_save", text="Save External...")
row.label()
def PARTICLE_INSTANCE(self, layout, ob, md):
layout.prop(md, "object")
layout.prop(md, "particle_system_index", text="Particle System")
split = layout.split()
col = split.column()
col.label(text="Create From:")
col.prop(md, "normal")
col.prop(md, "children")
col.prop(md, "size")
col = split.column()
col.label(text="Show Particles When:")
col.prop(md, "show_alive")
col.prop(md, "show_unborn")
col.prop(md, "show_dead")
layout.separator()
layout.prop(md, "use_path", text="Create Along Paths")
split = layout.split()
split.active = md.use_path
col = split.column()
col.row().prop(md, "axis", expand=True)
col.prop(md, "use_preserve_shape")
col = split.column()
col.prop(md, "position", slider=True)
col.prop(md, "random_position", text="Random", slider=True)
def PARTICLE_SYSTEM(self, layout, ob, md):
layout.label(text="See Particle panel.")
def SCREW(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "axis")
col.prop(md, "object", text="AxisOb")
col.prop(md, "angle")
col.prop(md, "steps")
col.prop(md, "render_steps")
col = split.column()
row = col.row()
row.active = (md.object is None or md.use_object_screw_offset == False)
row.prop(md, "screw_offset")
row = col.row()
row.active = (md.object is not None)
row.prop(md, "use_object_screw_offset")
col.prop(md, "use_normal_calculate")
col.prop(md, "use_normal_flip")
col.prop(md, "iterations")
def SHRINKWRAP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Target:")
col.prop(md, "target", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.prop(md, "offset")
col.prop(md, "subsurf_levels")
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
split = layout.split(percentage=0.25)
col = split.column()
if md.mode == 'PROJECT':
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.label(text="Direction:")
col.prop(md, "negative")
col.prop(md, "positive")
col = split.column()
col.label(text="Cull Faces:")
col.prop(md, "use_cull_front_faces", text="Front")
col.prop(md, "use_cull_back_faces", text="Back")
layout.label(text="Auxiliary Target:")
layout.prop(md, "auxiliary_target", text="")
elif md.mode == 'NEAREST_SURFACEPOINT':
layout.prop(md, "use_keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.label(text="Origin:")
col.prop(md, "origin", text="")
sub = col.column()
sub.active = (md.origin != "")
sub.prop(md, "relative")
col = split.column()
col.label(text="Deform:")
col.prop(md, "factor")
col.prop(md, "limits", slider=True)
if md.mode in ('TAPER', 'STRETCH'):
col.prop(md, "lock_x")
col.prop(md, "lock_y")
def SMOKE(self, layout, ob, md):
layout.label(text="See Smoke panel.")
def SMOOTH(self, layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "repeat")
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(self, layout, ob, md):
layout.label(text="See Soft Body panel.")
def SOLIDIFY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "thickness")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Crease:")
col.prop(md, "edge_crease_inner", text="Inner")
col.prop(md, "edge_crease_outer", text="Outer")
col.prop(md, "edge_crease_rim", text="Rim")
col = split.column()
col.prop(md, "offset")
colsub = col.column()
colsub.active = (md.vertex_group is not "")
colsub.prop(md, "invert", text="Invert")
col.prop(md, "use_even_offset")
col.prop(md, "use_quality_normals")
col.prop(md, "use_rim")
colsub = col.column()
colsub.active = md.use_rim
colsub.prop(md, "use_rim_material")
# col = layout.column()
# col.label(text="Vertex Group:")
# col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def SUBSURF(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
col.label(text="Subdivisions:")
col.prop(md, "levels", text="View")
col.prop(md, "render_levels", text="Render")
col = split.column()
col.label(text="Options:")
col.prop(md, "use_subsurf_uv")
col.prop(md, "show_only_control_edges")
def SURFACE(self, layout, ob, md):
layout.label(text="See Fields panel.")
def UV_PROJECT(self, layout, ob, md):
if ob.type == 'MESH':
split = layout.split()
col = split.column()
col.label(text="Image:")
col.prop(md, "image", text="")
col = split.column()
col.label(text="UV Layer:")
col.prop_object(md, "uv_layer", ob.data, "uv_textures", text="")
split = layout.split()
col = split.column()
col.prop(md, "use_image_override")
col.prop(md, "projector_count", text="Projectors")
for proj in md.projectors:
col.prop(proj, "object", text="")
col = split.column()
sub = col.column(align=True)
sub.prop(md, "aspect_x", text="Aspect X")
sub.prop(md, "aspect_y", text="Aspect Y")
sub = col.column(align=True)
sub.prop(md, "scale_x", text="Scale X")
sub.prop(md, "scale_y", text="Scale Y")
def WAVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Motion:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "cyclic")
col = split.column()
col.prop(md, "normals")
sub = col.column()
sub.active = md.normals
sub.prop(md, "use_normal_x", text="X")
sub.prop(md, "use_normal_y", text="Y")
sub.prop(md, "use_normal_z", text="Z")
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(md, "time_offset", text="Offset")
sub.prop(md, "lifetime", text="Life")
col.prop(md, "damping_time", text="Damping")
col = split.column()
col.label(text="Position:")
sub = col.column(align=True)
sub.prop(md, "start_position_x", text="X")
sub.prop(md, "start_position_y", text="Y")
col.prop(md, "falloff_radius", text="Falloff")
layout.separator()
layout.prop(md, "start_position_object")
layout.prop_object(md, "vertex_group", ob, "vertex_groups")
layout.prop(md, "texture")
layout.prop(md, "texture_coords")
if md.texture_coords == 'MAP_UV' and ob.type == 'MESH':
layout.prop_object(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "speed", slider=True)
col.prop(md, "height", slider=True)
col = split.column()
col.prop(md, "width", slider=True)
col.prop(md, "narrowness", slider=True)
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()