blender/release/scripts/ui/properties_data_bone.py
Joshua Leung f3a6474537 Animation Visualisation Cleanups - Part 2:
* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones. 
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...

* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.

* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.

----

* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
2010-01-07 22:54:05 +00:00

402 lines
12 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
class BoneButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
def poll(self, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel):
bl_label = ""
bl_show_header = False
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
wide_ui = context.region.width > narrowui
if not bone:
bone = context.edit_bone
if wide_ui:
row = layout.row()
row.column().prop(bone, "head")
row.column().prop(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.label(text="Roll:")
sub.prop(bone, "roll", text="")
sub.label()
sub.prop(bone, "locked")
else:
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col.prop(bone, "roll")
col.prop(bone, "locked")
else:
pchan = ob.pose.bones[context.bone.name]
if wide_ui:
row = layout.row()
col = row.column()
col.prop(pchan, "location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode == 'QUATERNION':
col.prop(pchan, "rotation_quaternion", text="Rotation")
elif pchan.rotation_mode == 'AXIS_ANGLE':
#col.label(text="Rotation")
#col.prop(pchan, "rotation_angle", text="Angle")
#col.prop(pchan, "rotation_axis", text="Axis")
col.prop(pchan, "rotation_axis_angle", text="Rotation")
else:
col.prop(pchan, "rotation_euler", text="Rotation")
row.column().prop(pchan, "scale")
layout.prop(pchan, "rotation_mode")
else:
col = layout.column()
sub = col.column()
sub.active = not (bone.parent and bone.connected)
sub.prop(pchan, "location")
col.label(text="Rotation:")
col.prop(pchan, "rotation_mode", text="")
if pchan.rotation_mode == 'QUATERNION':
col.prop(pchan, "rotation_quaternion", text="")
elif pchan.rotation_mode == 'AXIS_ANGLE':
col.prop(pchan, "rotation_axis_angle", text="")
else:
col.prop(pchan, "rotation_euler", text="")
col.prop(pchan, "scale")
class BONE_PT_transform_locks(BoneButtonsPanel):
bl_label = "Transform Locks"
bl_default_closed = True
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.bones[context.bone.name]
row = layout.row()
col = row.column()
col.prop(pchan, "lock_location")
col.active = not (bone.parent and bone.connected)
col = row.column()
if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
col.prop(pchan, "lock_rotations_4d", text="Lock Rotation")
if pchan.lock_rotations_4d:
col.prop(pchan, "lock_rotation_w", text="W")
col.prop(pchan, "lock_rotation", text="")
else:
col.prop(pchan, "lock_rotation", text="Rotation")
row.column().prop(pchan, "lock_scale")
class BONE_PT_relations(BoneButtonsPanel):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
arm = context.armature
wide_ui = context.region.width > narrowui
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.bones[context.bone.name]
split = layout.split()
col = split.column()
col.label(text="Layers:")
col.prop(bone, "layer", text="")
col.separator()
if ob and pchan:
col.label(text="Bone Group:")
col.prop_object(pchan, "bone_group", ob.pose, "bone_groups", text="")
if wide_ui:
col = split.column()
col.label(text="Parent:")
if context.bone:
col.prop(bone, "parent", text="")
else:
col.prop_object(bone, "parent", arm, "edit_bones", text="")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "connected")
sub.prop(bone, "hinge", text="Inherit Rotation")
sub.prop(bone, "inherit_scale", text="Inherit Scale")
sub = col.column()
sub.active = (not bone.parent or not bone.connected)
sub.prop(bone, "local_location", text="Local Location")
class BONE_PT_display(BoneButtonsPanel):
bl_label = "Display"
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
wide_ui = context.region.width > narrowui
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.bones[context.bone.name]
if ob and pchan:
split = layout.split()
col = split.column()
col.prop(bone, "draw_wire", text="Wireframe")
col.prop(bone, "hidden", text="Hide")
if wide_ui:
col = split.column()
col.label(text="Custom Shape:")
col.prop(pchan, "custom_shape", text="")
if pchan.custom_shape:
col.prop_object(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
class BONE_PT_inverse_kinematics(BoneButtonsPanel):
bl_label = "Inverse Kinematics"
bl_default_closed = True
def poll(self, context):
return context.active_pose_bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
wide_ui = context.region.width > narrowui
split = layout.split(percentage=0.25)
split.prop(pchan, "ik_dof_x", text="X")
split.active = pchan.has_ik
row = split.row()
row.prop(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
row.active = pchan.ik_dof_x and pchan.has_ik
if wide_ui:
split = layout.split(percentage=0.25)
sub = split.row()
else:
sub = layout.column(align=True)
sub.prop(pchan, "ik_limit_x", text="Limit")
sub.active = pchan.ik_dof_x and pchan.has_ik
if wide_ui:
sub = split.row(align=True)
sub.prop(pchan, "ik_min_x", text="")
sub.prop(pchan, "ik_max_x", text="")
sub.active = pchan.ik_dof_x and pchan.ik_limit_x and pchan.has_ik
split = layout.split(percentage=0.25)
split.prop(pchan, "ik_dof_y", text="Y")
split.active = pchan.has_ik and pchan.has_ik
row = split.row()
row.prop(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
row.active = pchan.ik_dof_y and pchan.has_ik
if wide_ui:
split = layout.split(percentage=0.25)
sub = split.row()
else:
sub = layout.column(align=True)
sub.prop(pchan, "ik_limit_y", text="Limit")
sub.active = pchan.ik_dof_y and pchan.has_ik
if wide_ui:
sub = split.row(align=True)
sub.prop(pchan, "ik_min_y", text="")
sub.prop(pchan, "ik_max_y", text="")
sub.active = pchan.ik_dof_y and pchan.ik_limit_y and pchan.has_ik
split = layout.split(percentage=0.25)
split.prop(pchan, "ik_dof_z", text="Z")
split.active = pchan.has_ik and pchan.has_ik
sub = split.row()
sub.prop(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
sub.active = pchan.ik_dof_z and pchan.has_ik
if wide_ui:
split = layout.split(percentage=0.25)
sub = split.row()
else:
sub = layout.column(align=True)
sub.prop(pchan, "ik_limit_z", text="Limit")
sub.active = pchan.ik_dof_z and pchan.has_ik
if wide_ui:
sub = split.row(align=True)
sub.prop(pchan, "ik_min_z", text="")
sub.prop(pchan, "ik_max_z", text="")
sub.active = pchan.ik_dof_z and pchan.ik_limit_z and pchan.has_ik
split = layout.split()
split.prop(pchan, "ik_stretch", text="Stretch", slider=True)
if wide_ui:
split.label()
split.active = pchan.has_ik
if ob.pose.ik_solver == 'ITASC':
split = layout.split()
col = split.column()
col.prop(pchan, "ik_rot_control", text="Control Rotation")
col.active = pchan.has_ik
if wide_ui:
col = split.column()
col.prop(pchan, "ik_rot_weight", text="Weight", slider=True)
col.active = pchan.has_ik
# not supported yet
#row = layout.row()
#row.prop(pchan, "ik_lin_control", text="Joint Size")
#row.prop(pchan, "ik_lin_weight", text="Weight", slider=True)
class BONE_PT_deform(BoneButtonsPanel):
bl_label = "Deform"
bl_default_closed = True
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.prop(bone, "deform", text="")
def draw(self, context):
layout = self.layout
bone = context.bone
wide_ui = context.region.width > narrowui
if not bone:
bone = context.edit_bone
layout.active = bone.deform
split = layout.split()
col = split.column()
col.label(text="Envelope:")
sub = col.column(align=True)
sub.prop(bone, "envelope_distance", text="Distance")
sub.prop(bone, "envelope_weight", text="Weight")
col.prop(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
sub = col.column(align=True)
sub.label(text="Radius:")
sub.prop(bone, "head_radius", text="Head")
sub.prop(bone, "tail_radius", text="Tail")
if wide_ui:
col = split.column()
col.label(text="Curved Bones:")
sub = col.column(align=True)
sub.prop(bone, "bbone_segments", text="Segments")
sub.prop(bone, "bbone_in", text="Ease In")
sub.prop(bone, "bbone_out", text="Ease Out")
col.label(text="Offset:")
col.prop(bone, "cyclic_offset")
class BONE_PT_properties(BoneButtonsPanel):
bl_label = "Properties"
bl_default_closed = True
def draw(self, context):
import rna_prop_ui
# reload(rna_prop_ui)
obj = context.object
if obj and obj.mode == 'POSE':
item = "active_pose_bone"
else:
item = "active_bone"
rna_prop_ui.draw(self.layout, context, item)
bpy.types.register(BONE_PT_context_bone)
bpy.types.register(BONE_PT_transform)
bpy.types.register(BONE_PT_transform_locks)
bpy.types.register(BONE_PT_relations)
bpy.types.register(BONE_PT_display)
bpy.types.register(BONE_PT_inverse_kinematics)
bpy.types.register(BONE_PT_deform)
bpy.types.register(BONE_PT_properties)