
Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
401 lines
13 KiB
Python
401 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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from bl_ui.properties_animviz import (
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MotionPathButtonsPanel,
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MotionPathButtonsPanel_display,
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)
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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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ob = context.object
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col = layout.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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rotation_mode = ob.rotation_mode
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if rotation_mode == 'QUATERNION':
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col = layout.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 rotation_mode == 'AXIS_ANGLE':
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col = layout.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 = layout.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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row = layout.row(align=True)
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row.prop(ob, "rotation_mode", text="Mode")
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row.label(text="", icon='BLANK1')
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col = layout.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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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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ob = context.object
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col = layout.column()
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col.prop(ob, "delta_location", text="Location")
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rotation_mode = ob.rotation_mode
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if rotation_mode == 'QUATERNION':
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col.prop(ob, "delta_rotation_quaternion", text="Rotation")
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elif rotation_mode == 'AXIS_ANGLE':
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pass
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else:
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col.prop(ob, "delta_rotation_euler", text="Rotation")
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col.prop(ob, "delta_scale", text="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_context_menu(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_context_menu", 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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bl_order = 10
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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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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', 'VOLUME', 'HAIR', 'POINTCLOUD'})
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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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is_gpencil = (obj_type == 'GPENCIL')
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col = layout.column(heading="Show")
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col.prop(obj, "show_name", text="Name")
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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.prop(obj, "show_wire", text="Wireframe")
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if obj_type == 'MESH' or is_dupli:
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col.prop(obj, "show_all_edges", text="All Edges")
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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.prop(obj.display, "show_shadows", text="Shadow")
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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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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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if is_geometry or is_dupli or is_empty_image or is_gpencil:
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# Only useful with object having faces/materials...
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col.prop(obj, "color")
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col = layout.column(align=False, heading="Bounds")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(obj, "show_bounds", text="")
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sub = sub.row(align=True)
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sub.active = obj.show_bounds or (obj.display_type == 'BOUNDS')
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sub.prop(obj, "display_bounds_type", text="")
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row.prop_decorator(obj, "display_bounds_type")
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class OBJECT_PT_instancing(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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if ob.instance_type == 'VERTS':
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layout.prop(ob, "use_instance_vertices_rotation", text="Align to Vertex Normal")
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elif ob.instance_type == 'COLLECTION':
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col = layout.column()
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col.prop(ob, "instance_collection", text="Collection")
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if ob.instance_type != 'NONE' or ob.particle_systems:
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col = layout.column(heading="Show Instancer", align=True)
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col.prop(ob, "show_instancer_for_viewport", text="Viewport")
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col.prop(ob, "show_instancer_for_render", text="Render")
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class OBJECT_PT_instancing_size(ObjectButtonsPanel, Panel):
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bl_label = "Scale by Face Size"
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bl_parent_id = "OBJECT_PT_instancing"
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@classmethod
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def poll(cls, context):
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ob = context.object
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return ob.instance_type == 'FACES'
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def draw_header(self, context):
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ob = context.object
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self.layout.prop(ob, "use_instance_faces_scale", text="")
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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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layout.use_property_split = True
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layout.active = ob.use_instance_faces_scale
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layout.prop(ob, "instance_faces_scale", text="Factor")
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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_visibility(ObjectButtonsPanel, Panel):
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bl_label = "Visibility"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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return (context.object) and (context.engine in cls.COMPAT_ENGINES)
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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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layout = self.layout
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ob = context.object
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layout.prop(ob, "hide_select", text="Selectable", toggle=False, invert_checkbox=True)
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col = layout.column(heading="Show in")
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col.prop(ob, "hide_viewport", text="Viewports", toggle=False, invert_checkbox=True)
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col.prop(ob, "hide_render", text="Renders", toggle=False, invert_checkbox=True)
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if context.object.type == 'GPENCIL':
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col.prop(ob, "use_grease_pencil_lights", toggle=False)
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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_context_menu,
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OBJECT_PT_collections,
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OBJECT_PT_instancing,
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OBJECT_PT_instancing_size,
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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_visibility,
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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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