forked from bartvdbraak/blender
70a59a3262
Many depsgraph failures are because some data in the graph is being recalculated too early (or not at all). Since we better support animators with working renders, here's a hack to allow manual additional updates on frame changes. In Property Editor, Object, Panel "Relations Extra" you now have two buttons: - Extra Object Update - Extra Data Update This will do an extra update of object and/or its data ONLY on frame changes. Update happens as last. Tested on files collected in Wiki todo, several cases now work OK, especially the lags on updates.
339 lines
10 KiB
Python
339 lines
10 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
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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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col = split.row()
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col.column().prop(ob, "lock_location", text="Location")
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col.column().prop(ob, "lock_rotation", text="Rotation")
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col.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 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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row.operator("object.group_link", text="Add to Group")
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row.operator("object.group_add", text="", icon='ZOOMIN')
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# XXX, this is bad practice, yes, I wrote it :( - campbell
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index = 0
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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 collission
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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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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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props = col.operator("object.dupli_offset_from_cursor", text="From Cursor")
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props.group = index
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index += 1
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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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ob = context.object
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split = layout.split()
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col = split.column()
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col.prop(ob, "draw_type", text="Type")
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col = split.column()
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row = col.row()
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row.prop(ob, "show_bounds", text="Bounds")
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sub = row.row()
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sub.active = ob.show_bounds
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sub.prop(ob, "draw_bounds_type", text="")
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split = layout.split()
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col = split.column()
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col.prop(ob, "show_name", text="Name")
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col.prop(ob, "show_axis", text="Axis")
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if ob.type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}:
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# Makes no sense for cameras, armtures, etc.!
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col.prop(ob, "show_wire", text="Wire")
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# Only useful with object having faces/materials...
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col.prop(ob, "color", text="Object Color")
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col = split.column()
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col.prop(ob, "show_texture_space", text="Texture Space")
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col.prop(ob, "show_x_ray", text="X-Ray")
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if ob.type == 'MESH':
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col.prop(ob, "show_transparent", text="Transparency")
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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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row.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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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, "extra_recalc_object")
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layout.prop(ob, "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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