blender/release/scripts/ui/properties_scene.py
Campbell Barton 23efeff6a9 [#21177] Text editor
Running scripts directly didnt call the register function, even though this is not essential its good to be able to run a script directly and see changes in the UI.
2010-02-16 09:55:07 +00:00

359 lines
11 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
narrowui = 180
class SceneButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
def poll(self, context):
return context.scene
class SCENE_PT_scene(SceneButtonsPanel):
bl_label = "Scene"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
scene = context.scene
if wide_ui:
layout.prop(scene, "camera")
layout.prop(scene, "set", text="Background")
else:
layout.prop(scene, "camera", text="")
layout.prop(scene, "set", text="")
class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel):
_context_path = "scene"
class SCENE_PT_unit(SceneButtonsPanel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
unit = context.scene.unit_settings
col = layout.column()
col.row().prop(unit, "system", expand=True)
split = layout.split()
split.active = (unit.system != 'NONE')
col = split.column()
col.prop(unit, "scale_length", text="Scale")
if wide_ui:
col = split.column()
col.prop(unit, "use_separate")
layout.column().prop(unit, "rotation_units")
class SCENE_PT_keying_sets(SceneButtonsPanel):
bl_label = "Keying Sets"
def draw(self, context):
layout = self.layout
scene = context.scene
wide_ui = context.region.width > narrowui
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
ks = scene.active_keying_set
if ks:
row = layout.row()
col = row.column()
col.prop(ks, "name")
col.prop(ks, "absolute")
subcol = col.column()
subcol.operator_context = 'INVOKE_DEFAULT'
op = subcol.operator("anim.keying_set_export", text="Export to File")
op.path = "keyingset.py"
if wide_ui:
col = row.column()
col.label(text="Keyframing Settings:")
col.prop(ks, "insertkey_needed", text="Needed")
col.prop(ks, "insertkey_visual", text="Visual")
col.prop(ks, "insertkey_xyz_to_rgb", text="XYZ to RGB")
class SCENE_PT_keying_set_paths(SceneButtonsPanel):
bl_label = "Active Keying Set"
def poll(self, context):
return (context.scene.active_keying_set is not None)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.active_keying_set
wide_ui = context.region.width > narrowui
row = layout.row()
row.label(text="Paths:")
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks, "active_path_index", rows=2)
col = row.column(align=True)
col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
ksp = ks.active_path
if ksp:
col = layout.column()
col.label(text="Target:")
col.template_any_ID(ksp, "id", "id_type")
col.template_path_builder(ksp, "data_path", ksp.id)
row = layout.row()
col = row.column()
col.label(text="Array Target:")
col.prop(ksp, "entire_array")
if ksp.entire_array is False:
col.prop(ksp, "array_index")
if wide_ui:
col = row.column()
col.label(text="F-Curve Grouping:")
col.prop(ksp, "grouping")
if ksp.grouping == 'NAMED':
col.prop(ksp, "group")
class SCENE_PT_physics(SceneButtonsPanel):
bl_label = "Gravity"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
self.layout.prop(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
wide_ui = context.region.width > narrowui
layout.active = scene.use_gravity
if wide_ui:
layout.prop(scene, "gravity", text="")
else:
layout.column().prop(scene, "gravity", text="")
class SCENE_PT_simplify(SceneButtonsPanel):
bl_label = "Simplify"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
scene = context.scene
rd = scene.render_data
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
wide_ui = context.region.width > narrowui
layout.active = rd.use_simplify
split = layout.split()
col = split.column()
col.prop(rd, "simplify_subdivision", text="Subdivision")
col.prop(rd, "simplify_child_particles", text="Child Particles")
col.prop(rd, "simplify_triangulate")
if wide_ui:
col = split.column()
col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
from bpy.props import *
class ANIM_OT_keying_set_export(bpy.types.Operator):
"Export Keying Set to a python script."
bl_idname = "anim.keying_set_export"
bl_label = "Export Keying Set..."
path = bpy.props.StringProperty(name="File Path", description="File path to write file to.")
filename = bpy.props.StringProperty(name="File Name", description="Name of the file.")
directory = bpy.props.StringProperty(name="Directory", description="Directory of the file.")
filter_folder = bpy.props.BoolProperty(name="Filter folders", description="", default=True, options={'HIDDEN'})
filter_text = bpy.props.BoolProperty(name="Filter text", description="", default=True, options={'HIDDEN'})
filter_python = bpy.props.BoolProperty(name="Filter python", description="", default=True, options={'HIDDEN'})
def execute(self, context):
if not self.properties.path:
raise Exception("File path not set.")
f = open(self.properties.path, "w")
if not f:
raise Exception("Could not open file.")
scene = context.scene
ks = scene.active_keying_set
f.write("# Keying Set: %s\n" % ks.name)
f.write("import bpy\n\n")
f.write("scene= bpy.data.scenes[0]\n\n")
# Add KeyingSet and set general settings
f.write("# Keying Set Level declarations\n")
f.write("ks= scene.add_keying_set(name=\"%s\")\n" % ks.name)
if ks.absolute is False:
f.write("ks.absolute = False\n")
f.write("\n")
f.write("ks.insertkey_needed = %s\n" % ks.insertkey_needed)
f.write("ks.insertkey_visual = %s\n" % ks.insertkey_visual)
f.write("ks.insertkey_xyz_to_rgb = %s\n" % ks.insertkey_xyz_to_rgb)
f.write("\n")
# generate and write set of lookups for id's used in paths
id_to_paths_cache = {} # cache for syncing ID-blocks to bpy paths + shorthands
for ksp in ks.paths:
if ksp.id is None:
continue;
if ksp.id in id_to_paths_cache:
continue;
# - idtype_list is used to get the list of id-datablocks from bpy.data.*
# since this info isn't available elsewhere
# - id.bl_rna.name gives a name suitable for UI,
# with a capitalised first letter, but we need
# the plural form that's all lower case
idtype_list = ksp.id.bl_rna.name.lower() + "s"
id_bpy_path = "bpy.data.%s[\"%s\"]" % (idtype_list, ksp.id.name)
# shorthand ID for the ID-block (as used in the script)
short_id = "id_%d" % len(id_to_paths_cache)
# store this in the cache now
id_to_paths_cache[ksp.id] = [short_id, id_bpy_path]
f.write("# ID's that are commonly used\n")
for id_pair in id_to_paths_cache.values():
f.write("%s = %s\n" % (id_pair[0], id_pair[1]))
f.write("\n")
# write paths
f.write("# Path Definitions\n")
for ksp in ks.paths:
f.write("ksp = ks.add_destination(")
# id-block + RNA-path
if ksp.id:
# find the relevant shorthand from the cache
id_bpy_path = id_to_paths_cache[ksp.id][0]
else:
id_bpy_path = "None" # XXX...
f.write("%s, '%s'" % (id_bpy_path, ksp.data_path))
# array index settings (if applicable)
if ksp.entire_array is False:
f.write(", entire_array=False, array_index=%d" % ksp.array_index)
# grouping settings (if applicable)
# NOTE: the current default is KEYINGSET, but if this changes, change this code too
if ksp.grouping == 'NAMED':
f.write(", grouping_method='%s', group_name=\"%s\"" % (ksp.grouping, ksp.group))
elif ksp.grouping != 'KEYINGSET':
f.write(", grouping_method='%s'" % ksp.grouping)
# finish off
f.write(")\n")
f.write("\n")
f.close()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
classes = [
SCENE_PT_scene,
SCENE_PT_unit,
SCENE_PT_keying_sets,
SCENE_PT_keying_set_paths,
SCENE_PT_physics,
SCENE_PT_simplify,
SCENE_PT_custom_props,
ANIM_OT_keying_set_export]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()