
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
395 lines
13 KiB
Python
395 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, Menu
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from rna_prop_ui import PropertyPanel
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class ObjectButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "object"
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class OBJECT_PT_context_object(ObjectButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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space = context.space_data
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if space.use_pin_id:
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layout.template_ID(space, "pin_id")
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else:
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row = layout.row()
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row.template_ID(context.view_layer.objects, "active", filter='AVAILABLE')
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class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
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bl_label = "Transform"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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ob = context.object
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col = flow.column()
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row = col.row(align=True)
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row.prop(ob, "location")
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row.use_property_decorate = False
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row.prop(ob, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
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if ob.rotation_mode == 'QUATERNION':
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col = flow.column()
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row = col.row(align=True)
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row.prop(ob, "rotation_quaternion", text="Rotation")
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sub = row.column(align=True)
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sub.use_property_decorate = False
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sub.prop(ob, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
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sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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elif ob.rotation_mode == 'AXIS_ANGLE':
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# row.column().label(text="Rotation")
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#row.column().prop(pchan, "rotation_angle", text="Angle")
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#row.column().prop(pchan, "rotation_axis", text="Axis")
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col = flow.column()
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row = col.row(align=True)
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row.prop(ob, "rotation_axis_angle", text="Rotation")
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sub = row.column(align=True)
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sub.use_property_decorate = False
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sub.prop(ob, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
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sub.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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else:
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col = flow.column()
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row = col.row(align=True)
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row.prop(ob, "rotation_euler", text="Rotation")
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row.use_property_decorate = False
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row.prop(ob, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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col = flow.column()
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row = col.row(align=True)
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row.prop(ob, "scale")
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row.use_property_decorate = False
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row.prop(ob, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
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row = layout.row(align=True)
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row.prop(ob, "rotation_mode")
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row.label(text="", icon='BLANK1')
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class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
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bl_label = "Delta Transform"
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bl_parent_id = "OBJECT_PT_transform"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=True, align=False)
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ob = context.object
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col = flow.column()
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col.prop(ob, "delta_location")
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col = flow.column()
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if ob.rotation_mode == 'QUATERNION':
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col.prop(ob, "delta_rotation_quaternion", text="Rotation")
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elif ob.rotation_mode == 'AXIS_ANGLE':
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# row.column().label(text="Rotation")
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#row.column().prop(pchan, "delta_rotation_angle", text="Angle")
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#row.column().prop(pchan, "delta_rotation_axis", text="Axis")
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#row.column().prop(ob, "delta_rotation_axis_angle", text="Rotation")
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col.label(text="Not for Axis-Angle")
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else:
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col.prop(ob, "delta_rotation_euler", text="Delta Rotation")
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col = flow.column()
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col.prop(ob, "delta_scale")
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class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
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bl_label = "Relations"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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ob = context.object
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col = flow.column()
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col.prop(ob, "parent")
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sub = col.column()
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sub.prop(ob, "parent_type")
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parent = ob.parent
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if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
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sub.prop_search(ob, "parent_bone", parent.data, "bones")
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sub.active = (parent is not None)
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col.separator()
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col = flow.column()
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col.prop(ob, "track_axis", text="Tracking Axis")
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col.prop(ob, "up_axis", text="Up Axis")
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col.separator()
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col = flow.column()
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col.prop(ob, "pass_index")
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class COLLECTION_MT_specials(Menu):
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bl_label = "Collection Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.collection_unlink", icon='X')
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layout.operator("object.collection_objects_select")
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layout.operator("object.instance_offset_from_cursor")
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class OBJECT_PT_collections(ObjectButtonsPanel, Panel):
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bl_label = "Collections"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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obj = context.object
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row = layout.row(align=True)
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if bpy.data.collections:
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row.operator("object.collection_link", text="Add to Collection")
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else:
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row.operator("object.collection_add", text="Add to Collection")
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row.operator("object.collection_add", text="", icon='ADD')
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obj_name = obj.name
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for collection in bpy.data.collections:
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# XXX this is slow and stupid!, we need 2 checks, one that's fast
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# and another that we can be sure its not a name collision
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# from linked library data
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collection_objects = collection.objects
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if obj_name in collection.objects and obj in collection_objects[:]:
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col = layout.column(align=True)
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col.context_pointer_set("collection", collection)
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row = col.box().row()
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row.prop(collection, "name", text="")
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row.operator("object.collection_remove", text="", icon='X', emboss=False)
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row.menu("COLLECTION_MT_specials", icon='DOWNARROW_HLT', text="")
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row = col.box().row()
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row.prop(collection, "instance_offset", text="")
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class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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obj = context.object
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obj_type = obj.type
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is_geometry = (obj_type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'})
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is_wire = (obj_type in {'CAMERA', 'EMPTY'})
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is_empty_image = (obj_type == 'EMPTY' and obj.empty_display_type == 'IMAGE')
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is_dupli = (obj.instance_type != 'NONE')
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col = flow.column()
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col.prop(obj, "show_name", text="Name")
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col = flow.column()
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col.prop(obj, "show_axis", text="Axis")
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# Makes no sense for cameras, armatures, etc.!
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# but these settings do apply to dupli instances
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if is_geometry or is_dupli:
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col = flow.column()
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col.prop(obj, "show_wire", text="Wireframe")
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if obj_type == 'MESH' or is_dupli:
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col = flow.column()
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col.prop(obj, "show_all_edges", text="All Edges")
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col = flow.column()
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if is_geometry:
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col.prop(obj, "show_texture_space", text="Texture Space")
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col = flow.column()
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col.prop(obj.display, "show_shadows", text="Shadow")
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col = flow.column()
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col.prop(obj, "show_in_front", text="In Front")
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# if obj_type == 'MESH' or is_empty_image:
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# col.prop(obj, "show_transparent", text="Transparency")
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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col = flow.column()
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if is_wire:
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# wire objects only use the max. display type for duplis
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col.active = is_dupli
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col.prop(obj, "display_type", text="Display As")
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split = flow.split(factor=0.6)
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split.prop(obj, "show_bounds", text="Bounds")
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row = split.row()
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row.active = obj.show_bounds or (obj.display_type == 'BOUNDS')
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row.prop(obj, "display_bounds_type", text="")
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if is_geometry or is_empty_image:
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# Only useful with object having faces/materials...
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col = flow.column()
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col.prop(obj, "color")
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class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
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bl_label = "Instancing"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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row = layout.row()
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row.prop(ob, "instance_type", expand=True)
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layout.use_property_split = True
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
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if ob.instance_type == 'VERTS':
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layout.prop(ob, "use_instance_vertices_rotation", text="Rotation")
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elif ob.instance_type == 'FACES':
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col = flow.column()
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col.prop(ob, "use_instance_faces_scale", text="Scale")
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sub = col.column()
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sub.active = ob.use_instance_faces_scale
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sub.prop(ob, "instance_faces_scale", text="Inherit Scale")
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elif ob.instance_type == 'COLLECTION':
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col = flow.column()
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col.prop(ob, "instance_collection", text="Collection")
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if ob.instance_type != 'NONE' or len(ob.particle_systems):
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col = flow.column(align=True)
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col.prop(ob, "show_instancer_for_viewport")
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col.prop(ob, "show_instancer_for_render")
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from .properties_animviz import (
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MotionPathButtonsPanel,
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MotionPathButtonsPanel_display,
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OnionSkinButtonsPanel,
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)
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class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
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#bl_label = "Object Motion Paths"
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bl_context = "object"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.animation_visualization
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mpath = ob.motion_path
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self.draw_settings(context, avs, mpath)
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class OBJECT_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
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#bl_label = "Object Motion Paths"
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bl_context = "object"
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bl_parent_id = "OBJECT_PT_motion_paths"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.animation_visualization
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mpath = ob.motion_path
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self.draw_settings(context, avs, mpath)
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class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready
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#bl_label = "Object Onion Skinning"
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bl_context = "object"
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@classmethod
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def poll(cls, context):
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return (context.object)
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def draw(self, context):
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ob = context.object
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self.draw_settings(context, ob.animation_visualization)
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class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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_context_path = "object"
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_property_type = bpy.types.Object
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classes = (
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OBJECT_PT_context_object,
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OBJECT_PT_transform,
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OBJECT_PT_delta_transform,
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OBJECT_PT_relations,
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COLLECTION_MT_specials,
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OBJECT_PT_collections,
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OBJECT_PT_duplication,
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OBJECT_PT_motion_paths,
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OBJECT_PT_motion_paths_display,
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OBJECT_PT_display,
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OBJECT_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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