blender/release/scripts/startup/bl_ui/properties_data_camera.py
Campbell Barton 19d493ee10 Moving classes to separate listing broke panel order
Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.

Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
2017-03-20 02:37:55 +11:00

345 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 bpy.types import Panel, Menu
from rna_prop_ui import PropertyPanel
class CameraButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return context.camera and (engine in cls.COMPAT_ENGINES)
class CAMERA_MT_presets(Menu):
bl_label = "Camera Presets"
preset_subdir = "camera"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
draw = Menu.draw_preset
class SAFE_AREAS_MT_presets(Menu):
bl_label = "Camera Presets"
preset_subdir = "safe_areas"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
draw = Menu.draw_preset
class DATA_PT_context_camera(CameraButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
ob = context.object
cam = context.camera
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif cam:
split.template_ID(space, "pin_id")
split.separator()
class DATA_PT_lens(CameraButtonsPanel, Panel):
bl_label = "Lens"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
cam = context.camera
layout.prop(cam, "type", expand=True)
split = layout.split()
col = split.column()
if cam.type == 'PERSP':
row = col.row()
if cam.lens_unit == 'MILLIMETERS':
row.prop(cam, "lens")
elif cam.lens_unit == 'FOV':
row.prop(cam, "angle")
row.prop(cam, "lens_unit", text="")
elif cam.type == 'ORTHO':
col.prop(cam, "ortho_scale")
elif cam.type == 'PANO':
engine = context.scene.render.engine
if engine == 'CYCLES':
ccam = cam.cycles
col.prop(ccam, "panorama_type", text="Type")
if ccam.panorama_type == 'FISHEYE_EQUIDISTANT':
col.prop(ccam, "fisheye_fov")
elif ccam.panorama_type == 'FISHEYE_EQUISOLID':
row = layout.row()
row.prop(ccam, "fisheye_lens", text="Lens")
row.prop(ccam, "fisheye_fov")
elif ccam.panorama_type == 'EQUIRECTANGULAR':
row = layout.row()
sub = row.column(align=True)
sub.prop(ccam, "latitude_min")
sub.prop(ccam, "latitude_max")
sub = row.column(align=True)
sub.prop(ccam, "longitude_min")
sub.prop(ccam, "longitude_max")
elif engine == 'BLENDER_RENDER':
row = col.row()
if cam.lens_unit == 'MILLIMETERS':
row.prop(cam, "lens")
elif cam.lens_unit == 'FOV':
row.prop(cam, "angle")
row.prop(cam, "lens_unit", text="")
split = layout.split()
col = split.column(align=True)
col.label(text="Shift:")
col.prop(cam, "shift_x", text="X")
col.prop(cam, "shift_y", text="Y")
col = split.column(align=True)
col.label(text="Clipping:")
col.prop(cam, "clip_start", text="Start")
col.prop(cam, "clip_end", text="End")
class DATA_PT_camera_stereoscopy(CameraButtonsPanel, Panel):
bl_label = "Stereoscopy"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
render = context.scene.render
return (super().poll(context) and render.use_multiview and
render.views_format == 'STEREO_3D')
def draw(self, context):
layout = self.layout
render = context.scene.render
st = context.camera.stereo
cam = context.camera
is_spherical_stereo = cam.type != 'ORTHO' and render.use_spherical_stereo
use_spherical_stereo = is_spherical_stereo and st.use_spherical_stereo
col = layout.column()
col.row().prop(st, "convergence_mode", expand=True)
sub = col.column()
sub.active = st.convergence_mode != 'PARALLEL'
sub.prop(st, "convergence_distance")
col.prop(st, "interocular_distance")
if is_spherical_stereo:
col.separator()
row = col.row()
row.prop(st, "use_spherical_stereo")
sub = row.row()
sub.active = st.use_spherical_stereo
sub.prop(st, "use_pole_merge")
row = col.row(align=True)
row.active = st.use_pole_merge
row.prop(st, "pole_merge_angle_from")
row.prop(st, "pole_merge_angle_to")
col.label(text="Pivot:")
row = col.row()
row.active = not use_spherical_stereo
row.prop(st, "pivot", expand=True)
class DATA_PT_camera(CameraButtonsPanel, Panel):
bl_label = "Camera"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
cam = context.camera
row = layout.row(align=True)
row.menu("CAMERA_MT_presets", text=bpy.types.CAMERA_MT_presets.bl_label)
row.operator("camera.preset_add", text="", icon='ZOOMIN')
row.operator("camera.preset_add", text="", icon='ZOOMOUT').remove_active = True
layout.label(text="Sensor:")
split = layout.split()
col = split.column(align=True)
if cam.sensor_fit == 'AUTO':
col.prop(cam, "sensor_width", text="Size")
else:
sub = col.column(align=True)
sub.active = cam.sensor_fit == 'HORIZONTAL'
sub.prop(cam, "sensor_width", text="Width")
sub = col.column(align=True)
sub.active = cam.sensor_fit == 'VERTICAL'
sub.prop(cam, "sensor_height", text="Height")
col = split.column(align=True)
col.prop(cam, "sensor_fit", text="")
class DATA_PT_camera_dof(CameraButtonsPanel, Panel):
bl_label = "Depth of Field"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
cam = context.camera
dof_options = cam.gpu_dof
split = layout.split()
col = split.column()
col.label(text="Focus:")
col.prop(cam, "dof_object", text="")
sub = col.column()
sub.active = (cam.dof_object is None)
sub.prop(cam, "dof_distance", text="Distance")
hq_support = dof_options.is_hq_supported
col = split.column(align=True)
col.label("Viewport:")
sub = col.column()
sub.active = hq_support
sub.prop(dof_options, "use_high_quality")
col.prop(dof_options, "fstop")
if dof_options.use_high_quality and hq_support:
col.prop(dof_options, "blades")
class DATA_PT_camera_display(CameraButtonsPanel, Panel):
bl_label = "Display"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
cam = context.camera
split = layout.split()
col = split.column()
col.prop(cam, "show_limits", text="Limits")
col.prop(cam, "show_mist", text="Mist")
col.prop(cam, "show_sensor", text="Sensor")
col.prop(cam, "show_name", text="Name")
col = split.column()
col.prop_menu_enum(cam, "show_guide")
col.separator()
col.prop(cam, "draw_size", text="Size")
col.separator()
col.prop(cam, "show_passepartout", text="Passepartout")
sub = col.column()
sub.active = cam.show_passepartout
sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True)
class DATA_PT_camera_safe_areas(CameraButtonsPanel, Panel):
bl_label = "Safe Areas"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw_header(self, context):
cam = context.camera
self.layout.prop(cam, "show_safe_areas", text="")
def draw(self, context):
layout = self.layout
safe_data = context.scene.safe_areas
camera = context.camera
draw_display_safe_settings(layout, safe_data, camera)
class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
_property_type = bpy.types.Camera
def draw_display_safe_settings(layout, safe_data, settings):
show_safe_areas = settings.show_safe_areas
show_safe_center = settings.show_safe_center
split = layout.split()
col = split.column()
row = col.row(align=True)
row.menu("SAFE_AREAS_MT_presets", text=bpy.types.SAFE_AREAS_MT_presets.bl_label)
row.operator("safe_areas.preset_add", text="", icon='ZOOMIN')
row.operator("safe_areas.preset_add", text="", icon='ZOOMOUT').remove_active = True
col = split.column()
col.prop(settings, "show_safe_center", text="Center-Cut Safe Areas")
split = layout.split()
col = split.column()
col.active = show_safe_areas
col.prop(safe_data, "title", slider=True)
col.prop(safe_data, "action", slider=True)
col = split.column()
col.active = show_safe_areas and show_safe_center
col.prop(safe_data, "title_center", slider=True)
col.prop(safe_data, "action_center", slider=True)
classes = (
CAMERA_MT_presets,
SAFE_AREAS_MT_presets,
DATA_PT_context_camera,
DATA_PT_lens,
DATA_PT_camera,
DATA_PT_camera_stereoscopy,
DATA_PT_camera_dof,
DATA_PT_camera_display,
DATA_PT_camera_safe_areas,
DATA_PT_custom_props_camera,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)