blender/release/scripts/startup/bl_ui/properties_object.py
Jorge Bernal 1bf87fa26c BGE: TrackTo actuator: increasing up & track axis options
This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.

With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.

Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.

The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).

Test file is here: {F97623}

I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:

{F91992} {F91990}

Reviewers: moguri, dfelinto

Reviewed By: moguri

CC: Genome36

Differential Revision: https://developer.blender.org/D565
2014-07-14 18:30:27 -07:00

363 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.
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# 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
class ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class OBJECT_PT_context_object(ObjectButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
space = context.space_data
if space.use_pin_id:
layout.template_ID(space, "pin_id")
else:
row = layout.row()
row.template_ID(context.scene.objects, "active")
class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().prop(ob, "location")
if ob.rotation_mode == 'QUATERNION':
row.column().prop(ob, "rotation_quaternion", text="Rotation")
elif ob.rotation_mode == 'AXIS_ANGLE':
#row.column().label(text="Rotation")
#row.column().prop(pchan, "rotation_angle", text="Angle")
#row.column().prop(pchan, "rotation_axis", text="Axis")
row.column().prop(ob, "rotation_axis_angle", text="Rotation")
else:
row.column().prop(ob, "rotation_euler", text="Rotation")
row.column().prop(ob, "scale")
layout.prop(ob, "rotation_mode")
class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
bl_label = "Delta Transform"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().prop(ob, "delta_location")
if ob.rotation_mode == 'QUATERNION':
row.column().prop(ob, "delta_rotation_quaternion", text="Rotation")
elif ob.rotation_mode == 'AXIS_ANGLE':
#row.column().label(text="Rotation")
#row.column().prop(pchan, "delta_rotation_angle", text="Angle")
#row.column().prop(pchan, "delta_rotation_axis", text="Axis")
#row.column().prop(ob, "delta_rotation_axis_angle", text="Rotation")
row.column().label(text="Not for Axis-Angle")
else:
row.column().prop(ob, "delta_rotation_euler", text="Delta Rotation")
row.column().prop(ob, "delta_scale")
class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
bl_label = "Transform Locks"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split(percentage=0.1)
col = split.column(align=True)
col.label(text="")
col.label(text="X:")
col.label(text="Y:")
col.label(text="Z:")
split.column().prop(ob, "lock_location", text="Location")
split.column().prop(ob, "lock_rotation", text="Rotation")
split.column().prop(ob, "lock_scale", text="Scale")
if ob.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
row = layout.row()
row.prop(ob, "lock_rotations_4d", text="Lock Rotation")
sub = row.row()
sub.active = ob.lock_rotations_4d
sub.prop(ob, "lock_rotation_w", text="W")
class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.prop(ob, "layers")
col.separator()
col.prop(ob, "pass_index")
col = split.column()
col.label(text="Parent:")
col.prop(ob, "parent", text="")
sub = col.column()
sub.prop(ob, "parent_type", text="")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.prop_search(ob, "parent_bone", parent.data, "bones", text="")
sub.active = (parent is not None)
class OBJECT_PT_groups(ObjectButtonsPanel, Panel):
bl_label = "Groups"
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row(align=True)
if bpy.data.groups:
row.operator("object.group_link", text="Add to Group")
else:
row.operator("object.group_add", text="Add to Group")
row.operator("object.group_add", text="", icon='ZOOMIN')
# XXX, this is bad practice, yes, I wrote it :( - campbell
index = 0
obj_name = obj.name
for group in bpy.data.groups:
# XXX this is slow and stupid!, we need 2 checks, one thats fast
# and another that we can be sure its not a name collision
# from linked library data
group_objects = group.objects
if obj_name in group.objects and obj in group_objects[:]:
col = layout.column(align=True)
col.context_pointer_set("group", group)
row = col.box().row()
row.prop(group, "name", text="")
row.operator("object.group_remove", text="", icon='X', emboss=False)
split = col.box().split()
col = split.column()
col.prop(group, "layers", text="Dupli Visibility")
col = split.column()
col.prop(group, "dupli_offset", text="")
props = col.operator("object.dupli_offset_from_cursor", text="From Cursor")
props.group = index
index += 1
class OBJECT_PT_display(ObjectButtonsPanel, Panel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
obj = context.object
obj_type = obj.type
is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'})
is_wire = (obj_type in {'CAMERA', 'EMPTY'})
is_empty_image = (obj_type == 'EMPTY' and obj.empty_draw_type == 'IMAGE')
is_dupli = (obj.dupli_type != 'NONE')
split = layout.split()
col = split.column()
col.prop(obj, "show_name", text="Name")
col.prop(obj, "show_axis", text="Axis")
# Makes no sense for cameras, armatures, etc.!
# but these settings do apply to dupli instances
if is_geometry or is_dupli:
col.prop(obj, "show_wire", text="Wire")
if obj_type == 'MESH' or is_dupli:
col.prop(obj, "show_all_edges")
col = split.column()
row = col.row()
row.prop(obj, "show_bounds", text="Bounds")
sub = row.row()
sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type", text="")
if is_geometry:
col.prop(obj, "show_texture_space", text="Texture Space")
col.prop(obj, "show_x_ray", text="X-Ray")
if obj_type == 'MESH' or is_empty_image:
col.prop(obj, "show_transparent", text="Transparency")
split = layout.split()
col = split.column()
if is_wire:
# wire objects only use the max. draw type for duplis
col.active = is_dupli
col.label(text="Maximum Dupli Draw Type:")
else:
col.label(text="Maximum Draw Type:")
col.prop(obj, "draw_type", text="")
col = split.column()
if is_geometry or is_empty_image:
# Only useful with object having faces/materials...
col.label(text="Object Color:")
col.prop(obj, "color", text="")
class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
bl_label = "Duplication"
def draw(self, context):
layout = self.layout
ob = context.object
layout.prop(ob, "dupli_type", expand=True)
if ob.dupli_type == 'FRAMES':
split = layout.split()
col = split.column(align=True)
col.prop(ob, "dupli_frames_start", text="Start")
col.prop(ob, "dupli_frames_end", text="End")
col = split.column(align=True)
col.prop(ob, "dupli_frames_on", text="On")
col.prop(ob, "dupli_frames_off", text="Off")
layout.prop(ob, "use_dupli_frames_speed", text="Speed")
elif ob.dupli_type == 'VERTS':
layout.prop(ob, "use_dupli_vertices_rotation", text="Rotation")
elif ob.dupli_type == 'FACES':
row = layout.row()
row.prop(ob, "use_dupli_faces_scale", text="Scale")
sub = row.row()
sub.active = ob.use_dupli_faces_scale
sub.prop(ob, "dupli_faces_scale", text="Inherit Scale")
elif ob.dupli_type == 'GROUP':
layout.prop(ob, "dupli_group", text="Group")
class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
bl_label = "Relations Extras"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
if context.scene.render.engine != 'BLENDER_GAME':
col = split.column()
col.label(text="Tracking Axes:")
col.prop(ob, "track_axis", text="Axis")
col.prop(ob, "up_axis", text="Up Axis")
col = split.column()
col.prop(ob, "use_slow_parent")
row = col.row()
row.active = ((ob.parent is not None) and (ob.use_slow_parent))
row.prop(ob, "slow_parent_offset", text="Offset")
layout.prop(ob, "use_extra_recalc_object")
layout.prop(ob, "use_extra_recalc_data")
from bl_ui.properties_animviz import (MotionPathButtonsPanel,
OnionSkinButtonsPanel)
class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
#bl_label = "Object Motion Paths"
bl_context = "object"
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.animation_visualization
mpath = ob.motion_path
self.draw_settings(context, avs, mpath)
class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready
#bl_label = "Object Onion Skinning"
bl_context = "object"
@classmethod
def poll(cls, context):
return (context.object)
def draw(self, context):
ob = context.object
self.draw_settings(context, ob.animation_visualization)
class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object"
_property_type = bpy.types.Object
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)