Files
blender/release/scripts/startup/bl_ui/properties_object.py
Brecht Van Lommel 644fadf2f0 Render: add "OpenGL" render engine.
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.

The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.
2018-07-17 16:46:09 +02:00

384 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., 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 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.view_layer.objects, "active", filter='AVAILABLE')
class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
ob = context.object
col = flow.column()
row = col.row(align=True)
row.prop(ob, "location")
row.use_property_decorate = False
row.prop(ob, "lock_location", text="", emboss=False)
if ob.rotation_mode == 'QUATERNION':
col = flow.column()
row = col.row(align=True)
row.prop(ob, "rotation_quaternion", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(ob, "lock_rotation_w", text="", emboss=False)
sub.prop(ob, "lock_rotation", text="", emboss=False)
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")
col = flow.column()
row = col.row(align=True)
row.prop(ob, "rotation_axis_angle", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(ob, "lock_rotation_w", text="", emboss=False)
sub.prop(ob, "lock_rotation", text="", emboss=False)
else:
col = flow.column()
row = col.row(align=True)
row.prop(ob, "rotation_euler", text="Rotation")
row.use_property_decorate = False
row.prop(ob, "lock_rotation", text="", emboss=False)
col = flow.column()
row = col.row(align=True)
row.prop(ob, "scale")
row.use_property_decorate = False
row.prop(ob, "lock_scale", text="", emboss=False)
row = layout.row(align=True)
row.prop(ob, "rotation_mode")
row.label(text="", icon='BLANK1')
class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
bl_label = "Delta Transform"
bl_parent_id = "OBJECT_PT_transform"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=True, align=False)
ob = context.object
col = flow.column()
col.prop(ob, "delta_location")
col = flow.column()
if ob.rotation_mode == 'QUATERNION':
col.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")
col.label(text="Not for Axis-Angle")
else:
col.prop(ob, "delta_rotation_euler", text="Delta Rotation")
col = flow.column()
col.prop(ob, "delta_scale")
class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
bl_label = "Relations"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
ob = context.object
col = flow.column()
col.prop(ob, "parent")
sub = col.row(align=True)
sub.prop(ob, "parent_type")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.prop_search(ob, "parent_bone", parent.data, "bones")
sub.active = (parent is not None)
col = flow.column()
col.active = (ob.parent is not None)
col.prop(ob, "use_slow_parent")
sub = col.row(align=True)
sub.active = (ob.use_slow_parent)
sub.prop(ob, "slow_parent_offset", text="Offset")
col = flow.column()
col.separator()
col.prop(ob, "track_axis", text="Tracking Axis")
col.prop(ob, "up_axis", text="Up Axis")
col = flow.column()
col.separator()
col.prop(ob, "pass_index")
class COLLECTION_MT_specials(Menu):
bl_label = "Collection Specials"
def draw(self, context):
layout = self.layout
layout.operator("object.collection_unlink", icon='X')
layout.operator("object.collection_objects_select")
layout.operator("object.dupli_offset_from_cursor")
class OBJECT_PT_collections(ObjectButtonsPanel, Panel):
bl_label = "Collections"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row(align=True)
if bpy.data.collections:
row.operator("object.collection_link", text="Add to Collection")
else:
row.operator("object.collection_add", text="Add to Collection")
row.operator("object.collection_add", text="", icon='ZOOMIN')
obj_name = obj.name
for collection in bpy.data.collections:
# 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
collection_objects = collection.objects
if obj_name in collection.objects and obj in collection_objects[:]:
col = layout.column(align=True)
col.context_pointer_set("collection", collection)
row = col.box().row()
row.prop(collection, "name", text="")
row.operator("object.collection_remove", text="", icon='X', emboss=False)
row.menu("COLLECTION_MT_specials", icon='DOWNARROW_HLT', text="")
row = col.box().row()
row.prop(collection, "dupli_offset", text="")
class OBJECT_PT_display(ObjectButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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')
col = flow.column(align=True)
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
col = flow.column(align=True)
if is_geometry or is_dupli:
col.prop(obj, "show_wire", text="Wireframe")
if obj_type == 'MESH' or is_dupli:
col.prop(obj, "show_all_edges")
col = flow.column()
col.prop(obj, "show_bounds", text="Bounds")
sub = col.column()
sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type")
col = flow.column()
if is_geometry:
col.prop(obj, "show_texture_space", text="Texture Space")
col.prop(obj.display, "show_shadows", text="Shadow")
col.prop(obj, "show_x_ray", text="X-Ray")
# if obj_type == 'MESH' or is_empty_image:
# col.prop(obj, "show_transparent", text="Transparency")
col = flow.column()
if is_wire:
# wire objects only use the max. draw type for duplis
col.active = is_dupli
col.prop(
obj, "draw_type",
text="Maximum Draw Type" if is_wire else "Maximum Draw Type",
)
if is_geometry or is_empty_image:
# Only useful with object having faces/materials...
col.prop(obj, "color")
class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
bl_label = "Duplication"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.prop(ob, "dupli_type", expand=True)
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
if ob.dupli_type == 'FRAMES':
col = flow.column(align=True)
col.prop(ob, "dupli_frames_start", text="Start")
col.prop(ob, "dupli_frames_end", text="End")
col = flow.column(align=True)
col.prop(ob, "dupli_frames_on", text="On")
col.prop(ob, "dupli_frames_off", text="Off")
col = flow.column(align=True)
col.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':
col = flow.column()
col.prop(ob, "use_dupli_faces_scale", text="Scale")
sub = col.column()
sub.active = ob.use_dupli_faces_scale
sub.prop(ob, "dupli_faces_scale", text="Inherit Scale")
elif ob.dupli_type == 'COLLECTION':
col = flow.column()
col.prop(ob, "dupli_group", text="Collection")
if ob.dupli_type != 'NONE' or len(ob.particle_systems):
col = flow.column(align=True)
col.prop(ob, "show_duplicator_for_viewport")
col.prop(ob, "show_duplicator_for_render")
from .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_EEVEE', 'BLENDER_OPENGL'}
_context_path = "object"
_property_type = bpy.types.Object
classes = (
OBJECT_PT_context_object,
OBJECT_PT_transform,
OBJECT_PT_delta_transform,
OBJECT_PT_relations,
COLLECTION_MT_specials,
OBJECT_PT_collections,
OBJECT_PT_duplication,
OBJECT_PT_display,
OBJECT_PT_motion_paths,
OBJECT_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)