forked from bartvdbraak/blender
369 lines
11 KiB
Python
369 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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class ObjectButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "object"
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class OBJECT_PT_context_object(ObjectButtonsPanel, 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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space = context.space_data
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if space.use_pin_id:
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layout.template_ID(space, "pin_id")
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else:
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row = layout.row()
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row.template_ID(context.scene.objects, "active")
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class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
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bl_label = "Transform"
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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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row = layout.row()
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row.column().prop(ob, "location")
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if ob.rotation_mode == 'QUATERNION':
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row.column().prop(ob, "rotation_quaternion", text="Rotation")
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elif ob.rotation_mode == 'AXIS_ANGLE':
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#row.column().label(text="Rotation")
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#row.column().prop(pchan, "rotation_angle", text="Angle")
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#row.column().prop(pchan, "rotation_axis", text="Axis")
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row.column().prop(ob, "rotation_axis_angle", text="Rotation")
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else:
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row.column().prop(ob, "rotation_euler", text="Rotation")
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row.column().prop(ob, "scale")
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layout.prop(ob, "rotation_mode")
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class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
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bl_label = "Delta Transform"
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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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ob = context.object
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row = layout.row()
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row.column().prop(ob, "delta_location")
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if ob.rotation_mode == 'QUATERNION':
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row.column().prop(ob, "delta_rotation_quaternion", text="Rotation")
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elif ob.rotation_mode == 'AXIS_ANGLE':
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#row.column().label(text="Rotation")
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#row.column().prop(pchan, "delta_rotation_angle", text="Angle")
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#row.column().prop(pchan, "delta_rotation_axis", text="Axis")
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#row.column().prop(ob, "delta_rotation_axis_angle", text="Rotation")
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row.column().label(text="Not for Axis-Angle")
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else:
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row.column().prop(ob, "delta_rotation_euler", text="Delta Rotation")
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row.column().prop(ob, "delta_scale")
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class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
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bl_label = "Transform Locks"
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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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ob = context.object
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split = layout.split(percentage=0.1)
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col = split.column(align=True)
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col.label(text="")
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col.label(text="X:")
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col.label(text="Y:")
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col.label(text="Z:")
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split.column().prop(ob, "lock_location", text="Location")
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split.column().prop(ob, "lock_rotation", text="Rotation")
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split.column().prop(ob, "lock_scale", text="Scale")
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if ob.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
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row = layout.row()
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row.prop(ob, "lock_rotations_4d", text="Lock Rotation")
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sub = row.row()
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sub.active = ob.lock_rotations_4d
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sub.prop(ob, "lock_rotation_w", text="W")
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class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
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bl_label = "Relations"
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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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split = layout.split()
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col = split.column()
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col.prop(ob, "layers")
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col.separator()
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col.prop(ob, "pass_index")
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col = split.column()
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col.label(text="Parent:")
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col.prop(ob, "parent", text="")
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sub = col.column()
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sub.prop(ob, "parent_type", text="")
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parent = ob.parent
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if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
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sub.prop_search(ob, "parent_bone", parent.data, "bones", text="")
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sub.active = (parent is not None)
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class GROUP_MT_specials(Menu):
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bl_label = "Group Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.group_unlink", icon='X')
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layout.operator("object.grouped_select")
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layout.operator("object.dupli_offset_from_cursor")
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class OBJECT_PT_groups(ObjectButtonsPanel, Panel):
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bl_label = "Groups"
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def draw(self, context):
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layout = self.layout
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obj = context.object
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row = layout.row(align=True)
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if bpy.data.groups:
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row.operator("object.group_link", text="Add to Group")
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else:
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row.operator("object.group_add", text="Add to Group")
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row.operator("object.group_add", text="", icon='ZOOMIN')
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obj_name = obj.name
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for group in bpy.data.groups:
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# XXX this is slow and stupid!, we need 2 checks, one thats fast
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# and another that we can be sure its not a name collision
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# from linked library data
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group_objects = group.objects
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if obj_name in group.objects and obj in group_objects[:]:
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col = layout.column(align=True)
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col.context_pointer_set("group", group)
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row = col.box().row()
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row.prop(group, "name", text="")
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row.operator("object.group_remove", text="", icon='X', emboss=False)
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row.menu("GROUP_MT_specials", icon='DOWNARROW_HLT', text="")
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split = col.box().split()
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col = split.column()
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col.prop(group, "layers", text="Dupli Visibility")
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col = split.column()
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col.prop(group, "dupli_offset", text="")
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class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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bl_label = "Display"
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def draw(self, context):
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layout = self.layout
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obj = context.object
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obj_type = obj.type
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is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'})
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is_wire = (obj_type in {'CAMERA', 'EMPTY'})
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is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE')
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is_dupli = (obj.dupli_type != 'NONE')
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split = layout.split()
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col = split.column()
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col.prop(obj, "show_name", text="Name")
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col.prop(obj, "show_axis", text="Axis")
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# Makes no sense for cameras, armatures, etc.!
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# but these settings do apply to dupli instances
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if is_geometry or is_dupli:
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col.prop(obj, "show_wire", text="Wire")
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if obj_type == 'MESH' or is_dupli:
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col.prop(obj, "show_all_edges")
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col = split.column()
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row = col.row()
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row.prop(obj, "show_bounds", text="Bounds")
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sub = row.row()
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sub.active = obj.show_bounds
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sub.prop(obj, "draw_bounds_type", text="")
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if is_geometry:
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col.prop(obj, "show_texture_space", text="Texture Space")
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col.prop(obj, "show_x_ray", text="X-Ray")
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if obj_type == 'MESH' or is_empty_image:
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col.prop(obj, "show_transparent", text="Transparency")
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split = layout.split()
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col = split.column()
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if is_wire:
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# wire objects only use the max. draw type for duplis
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col.active = is_dupli
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col.label(text="Maximum Dupli Draw Type:")
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else:
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col.label(text="Maximum Draw Type:")
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col.prop(obj, "draw_type", text="")
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col = split.column()
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if is_geometry or is_empty_image:
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# Only useful with object having faces/materials...
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col.label(text="Object Color:")
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col.prop(obj, "color", text="")
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class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
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bl_label = "Duplication"
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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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layout.prop(ob, "dupli_type", expand=True)
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if ob.dupli_type == 'FRAMES':
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split = layout.split()
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col = split.column(align=True)
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col.prop(ob, "dupli_frames_start", text="Start")
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col.prop(ob, "dupli_frames_end", text="End")
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col = split.column(align=True)
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col.prop(ob, "dupli_frames_on", text="On")
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col.prop(ob, "dupli_frames_off", text="Off")
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layout.prop(ob, "use_dupli_frames_speed", text="Speed")
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elif ob.dupli_type == 'VERTS':
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layout.prop(ob, "use_dupli_vertices_rotation", text="Rotation")
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elif ob.dupli_type == 'FACES':
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row = layout.row()
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row.prop(ob, "use_dupli_faces_scale", text="Scale")
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sub = row.row()
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sub.active = ob.use_dupli_faces_scale
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sub.prop(ob, "dupli_faces_scale", text="Inherit Scale")
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elif ob.dupli_type == 'GROUP':
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layout.prop(ob, "dupli_group", text="Group")
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class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
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bl_label = "Relations Extras"
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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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ob = context.object
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split = layout.split()
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if context.scene.render.engine != 'BLENDER_GAME':
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col = split.column()
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col.label(text="Tracking Axes:")
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col.prop(ob, "track_axis", text="Axis")
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col.prop(ob, "up_axis", text="Up Axis")
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col = split.column()
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col.prop(ob, "use_slow_parent")
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row = col.row()
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row.active = ((ob.parent is not None) and (ob.use_slow_parent))
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row.prop(ob, "slow_parent_offset", text="Offset")
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layout.prop(ob, "use_extra_recalc_object")
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layout.prop(ob, "use_extra_recalc_data")
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from bl_ui.properties_animviz import (MotionPathButtonsPanel,
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OnionSkinButtonsPanel)
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class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
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#bl_label = "Object Motion Paths"
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bl_context = "object"
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@classmethod
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def poll(cls, context):
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return (context.object)
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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.animation_visualization
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mpath = ob.motion_path
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self.draw_settings(context, avs, mpath)
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class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready
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#bl_label = "Object Onion Skinning"
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bl_context = "object"
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@classmethod
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def poll(cls, context):
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return (context.object)
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def draw(self, context):
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ob = context.object
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self.draw_settings(context, ob.animation_visualization)
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class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object"
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_property_type = bpy.types.Object
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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