Files
blender/release/scripts/startup/bl_ui/properties_object.py
Brecht Van Lommel 7400aa7e59 Depsgraph: remove features incompatible with new system.
Some features are incompatible with multithreading and reliable evaluation
of dependencies. We are now removing them as part of a bigger cleanup to
fix bugs in keyframing and invalid animation evaluations.

* Dupliframes have been removed. This was a hack added before there were
  more powerful features like the array modifier.
* Slow parent has been removed, never worked in 2.8. It was always
  unreliable for use in production due to depending on whatever frame was
  previously evaluated, which was not always the previous frame.
* Particle instanced objects used to have their transform evaluated at
  the particle time. Now it always gets the current time transform.
* Boids can no longer do predictive avoidance of force field objects,
  but still for other particles.

Differential Revision: https://developer.blender.org/D4274
2019-01-31 12:03:05 +01:00

395 lines
13 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, icon='DECORATE_UNLOCKED')
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, icon='DECORATE_UNLOCKED')
sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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, icon='DECORATE_UNLOCKED')
sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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, icon='DECORATE_UNLOCKED')
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, icon='DECORATE_UNLOCKED')
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.column()
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.separator()
col = flow.column()
col.prop(ob, "track_axis", text="Tracking Axis")
col.prop(ob, "up_axis", text="Up Axis")
col.separator()
col = flow.column()
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.instance_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='ADD')
obj_name = obj.name
for collection in bpy.data.collections:
# XXX this is slow and stupid!, we need 2 checks, one that's 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, "instance_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_display_type == 'IMAGE')
is_dupli = (obj.instance_type != 'NONE')
col = flow.column()
col.prop(obj, "show_name", text="Name")
col = flow.column()
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 = flow.column()
col.prop(obj, "show_wire", text="Wireframe")
if obj_type == 'MESH' or is_dupli:
col = flow.column()
col.prop(obj, "show_all_edges", text="All Edges")
col = flow.column()
if is_geometry:
col.prop(obj, "show_texture_space", text="Texture Space")
col = flow.column()
col.prop(obj.display, "show_shadows", text="Shadow")
col = flow.column()
col.prop(obj, "show_in_front", text="In Front")
# if obj_type == 'MESH' or is_empty_image:
# col.prop(obj, "show_transparent", text="Transparency")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
if is_wire:
# wire objects only use the max. display type for duplis
col.active = is_dupli
col.prop(obj, "display_type", text="Display As")
split = flow.split(factor=0.6)
split.prop(obj, "show_bounds", text="Bounds")
row = split.row()
row.active = obj.show_bounds or (obj.display_type == 'BOUNDS')
row.prop(obj, "display_bounds_type", text="")
if is_geometry or is_empty_image:
# Only useful with object having faces/materials...
col = flow.column()
col.prop(obj, "color")
class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
bl_label = "Instancing"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.prop(ob, "instance_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.instance_type == 'VERTS':
layout.prop(ob, "use_instance_vertices_rotation", text="Rotation")
elif ob.instance_type == 'FACES':
col = flow.column()
col.prop(ob, "use_instance_faces_scale", text="Scale")
sub = col.column()
sub.active = ob.use_instance_faces_scale
sub.prop(ob, "instance_faces_scale", text="Inherit Scale")
elif ob.instance_type == 'COLLECTION':
col = flow.column()
col.prop(ob, "instance_collection", text="Collection")
if ob.instance_type != 'NONE' or len(ob.particle_systems):
col = flow.column(align=True)
col.prop(ob, "show_instancer_for_viewport")
col.prop(ob, "show_instancer_for_render")
from .properties_animviz import (
MotionPathButtonsPanel,
MotionPathButtonsPanel_display,
OnionSkinButtonsPanel,
)
class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
#bl_label = "Object Motion Paths"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@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_motion_paths_display(MotionPathButtonsPanel_display, Panel):
#bl_label = "Object Motion Paths"
bl_context = "object"
bl_parent_id = "OBJECT_PT_motion_paths"
bl_options = {'DEFAULT_CLOSED'}
@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_WORKBENCH'}
_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_motion_paths,
OBJECT_PT_motion_paths_display,
OBJECT_PT_display,
OBJECT_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)