
incompatible, and unmaintainable Time Offset cruft. - Slow Parenting lives another day (just), although it now carries appropriate cautionary disclaimers. It's only really for the Game Engine nowadays, as that's the only place where it can possibly work with any reliability. - "Animation Hacks" panel is now "Relations Extras". I could've merged the two panels, though I figured these options weren't that frequently used to justify taking up screen-space by default along with the panel
332 lines
9.8 KiB
Python
332 lines
9.8 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
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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.scene.objects, "active")
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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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ob = context.object
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row = layout.row()
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row.column().prop(ob, "location")
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if ob.rotation_mode == 'QUATERNION':
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row.column().prop(ob, "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, "rotation_angle", text="Angle")
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#row.column().prop(pchan, "rotation_axis", text="Axis")
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row.column().prop(ob, "rotation_axis_angle", text="Rotation")
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else:
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row.column().prop(ob, "rotation_euler", text="Rotation")
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row.column().prop(ob, "scale")
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layout.prop(ob, "rotation_mode")
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class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
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bl_label = "Delta 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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ob = context.object
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row = layout.row()
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row.column().prop(ob, "delta_location")
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if ob.rotation_mode == 'QUATERNION':
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row.column().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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row.column().label(text="Not for Axis-Angle")
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else:
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row.column().prop(ob, "delta_rotation_euler", text="Rotation")
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row.column().prop(ob, "delta_scale")
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class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
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bl_label = "Transform Locks"
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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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col = row.column()
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col.prop(ob, "lock_location", text="Location")
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col = row.column()
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if ob.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
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col.prop(ob, "lock_rotations_4d", text="Rotation")
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if ob.lock_rotations_4d:
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col.prop(ob, "lock_rotation_w", text="W")
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col.prop(ob, "lock_rotation", text="")
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else:
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col.prop(ob, "lock_rotation", text="Rotation")
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row.column().prop(ob, "lock_scale", text="Scale")
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class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
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bl_label = "Relations"
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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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split = layout.split()
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col = split.column()
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col.prop(ob, "layers")
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col.separator()
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col.prop(ob, "pass_index")
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col = split.column()
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col.label(text="Parent:")
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col.prop(ob, "parent", text="")
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sub = col.column()
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sub.prop(ob, "parent_type", text="")
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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", text="")
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sub.active = (parent is not None)
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class OBJECT_PT_groups(ObjectButtonsPanel, Panel):
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bl_label = "Groups"
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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(align=True)
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row.operator("object.group_link", text="Add to Group")
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row.operator("object.group_add", text="", icon='ZOOMIN')
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# XXX, this is bad practice, yes, I wrote it :( - campbell
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index = 0
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value = str(tuple(context.scene.cursor_location))
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for group in bpy.data.groups:
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if ob.name in group.objects:
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col = layout.column(align=True)
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col.context_pointer_set("group", group)
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row = col.box().row()
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row.prop(group, "name", text="")
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row.operator("object.group_remove", text="", icon='X', emboss=False)
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split = col.box().split()
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col = split.column()
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col.prop(group, "layers", text="Dupli")
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col = split.column()
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col.prop(group, "dupli_offset", text="")
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prop = col.operator("wm.context_set_value", text="From Cursor")
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prop.data_path = "object.users_group[%d].dupli_offset" % index
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prop.value = value
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index += 1
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class OBJECT_PT_display(ObjectButtonsPanel, Panel):
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bl_label = "Display"
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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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split = layout.split()
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col = split.column()
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col.prop(ob, "draw_type", text="Type")
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col = split.column()
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row = col.row()
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row.prop(ob, "show_bounds", text="Bounds")
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sub = row.row()
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sub.active = ob.show_bounds
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sub.prop(ob, "draw_bounds_type", text="")
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split = layout.split()
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col = split.column()
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col.prop(ob, "show_name", text="Name")
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col.prop(ob, "show_axis", text="Axis")
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col.prop(ob, "show_wire", text="Wire")
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col.prop(ob, "color", text="Object Color")
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col = split.column()
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col.prop(ob, "show_texture_space", text="Texture Space")
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col.prop(ob, "show_x_ray", text="X-Ray")
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if ob.type == 'MESH':
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col.prop(ob, "show_transparent", text="Transparency")
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class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
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bl_label = "Duplication"
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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.prop(ob, "dupli_type", expand=True)
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if ob.dupli_type == 'FRAMES':
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split = layout.split()
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col = split.column(align=True)
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col.prop(ob, "dupli_frames_start", text="Start")
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col.prop(ob, "dupli_frames_end", text="End")
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col = split.column(align=True)
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col.prop(ob, "dupli_frames_on", text="On")
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col.prop(ob, "dupli_frames_off", text="Off")
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layout.prop(ob, "use_dupli_frames_speed", text="Speed")
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elif ob.dupli_type == 'VERTS':
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layout.prop(ob, "use_dupli_vertices_rotation", text="Rotation")
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elif ob.dupli_type == 'FACES':
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row = layout.row()
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row.prop(ob, "use_dupli_faces_scale", text="Scale")
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row.prop(ob, "dupli_faces_scale", text="Inherit Scale")
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elif ob.dupli_type == 'GROUP':
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layout.prop(ob, "dupli_group", text="Group")
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class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
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bl_label = "Relations Extras"
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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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split = layout.split()
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col = split.column()
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col.label(text="Tracking Axes:")
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col.prop(ob, "track_axis", text="Axis")
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col.prop(ob, "up_axis", text="Up Axis")
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col = split.column()
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col.prop(ob, "use_slow_parent")
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row = col.row()
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row.active = ((ob.parent is not None) and (ob.use_slow_parent))
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row.prop(ob, "slow_parent_offset", text="Offset")
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from bl_ui.properties_animviz import (
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MotionPathButtonsPanel,
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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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@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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self.draw_settings(context, ob.animation_visualisation)
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layout.separator()
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row = layout.row()
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row.operator("object.paths_calculate", text="Calculate Paths")
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row.operator("object.paths_clear", text="Clear Paths")
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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_visualisation)
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class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object"
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_property_type = bpy.types.Object
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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