Files
blender/release/scripts/startup/bl_ui/properties_object.py
Dalai Felinto e4f2b2be26 Workspace: Move engines to workspace and Properties Editor cleanup
Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.

The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.

Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.

* use_scene_settings
* properties editor: workshop + organize context path

Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.

This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.

Properties Editor: Add Workspace and organize context path
==========================================================

We now have the properties of:

Scene, Scene > Layer, Scene > World, Workspace

[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)

Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
2017-10-16 17:29:04 -02:00

389 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.render_layer.objects, "active")
class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().prop(ob, "location")
if ob.rotation_mode == 'QUATERNION':
row.column().prop(ob, "rotation_quaternion", text="Rotation")
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")
row.column().prop(ob, "rotation_axis_angle", text="Rotation")
else:
row.column().prop(ob, "rotation_euler", text="Rotation")
row.column().prop(ob, "scale")
layout.prop(ob, "rotation_mode")
class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
bl_label = "Delta Transform"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.column().prop(ob, "delta_location")
if ob.rotation_mode == 'QUATERNION':
row.column().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")
row.column().label(text="Not for Axis-Angle")
else:
row.column().prop(ob, "delta_rotation_euler", text="Delta Rotation")
row.column().prop(ob, "delta_scale")
class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
bl_label = "Transform Locks"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split(percentage=0.1)
col = split.column(align=True)
col.label(text="")
col.label(text="X:")
col.label(text="Y:")
col.label(text="Z:")
split.column().prop(ob, "lock_location", text="Location")
split.column().prop(ob, "lock_rotation", text="Rotation")
split.column().prop(ob, "lock_scale", text="Scale")
if ob.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
row = layout.row()
row.prop(ob, "lock_rotations_4d", text="Lock Rotation")
sub = row.row()
sub.active = ob.lock_rotations_4d
sub.prop(ob, "lock_rotation_w", text="W")
class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
col = split.column()
col.prop(ob, "layers")
col.separator()
col.prop(ob, "pass_index")
col = split.column()
col.label(text="Parent:")
col.prop(ob, "parent", text="")
sub = col.column()
sub.prop(ob, "parent_type", text="")
parent = ob.parent
if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
sub.prop_search(ob, "parent_bone", parent.data, "bones", text="")
sub.active = (parent is not None)
class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
bl_label = "Relations Extras"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
ob = context.object
split = layout.split()
if context.engine != 'BLENDER_GAME':
col = split.column()
col.label(text="Tracking Axes:")
col.prop(ob, "track_axis", text="Axis")
col.prop(ob, "up_axis", text="Up Axis")
col = split.column()
col.prop(ob, "use_slow_parent")
row = col.row()
row.active = ((ob.parent is not None) and (ob.use_slow_parent))
row.prop(ob, "slow_parent_offset", text="Offset")
layout.prop(ob, "use_extra_recalc_object")
layout.prop(ob, "use_extra_recalc_data")
class GROUP_MT_specials(Menu):
bl_label = "Group Specials"
def draw(self, context):
layout = self.layout
layout.operator("object.group_unlink", icon='X')
layout.operator("object.grouped_select")
layout.operator("object.dupli_offset_from_cursor")
class OBJECT_PT_groups(ObjectButtonsPanel, Panel):
bl_label = "Groups"
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row(align=True)
if bpy.data.groups:
row.operator("object.group_link", text="Add to Group")
else:
row.operator("object.group_add", text="Add to Group")
row.operator("object.group_add", text="", icon='ZOOMIN')
obj_name = obj.name
for group in bpy.data.groups:
# 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
group_objects = group.objects
if obj_name in group.objects and obj in group_objects[:]:
col = layout.column(align=True)
col.context_pointer_set("group", group)
row = col.box().row()
row.prop(group, "name", text="")
row.operator("object.group_remove", text="", icon='X', emboss=False)
row.menu("GROUP_MT_specials", icon='DOWNARROW_HLT', text="")
split = col.box().split()
col = split.column()
col.prop(group, "layers", text="Dupli Visibility")
col = split.column()
col.prop(group, "dupli_offset", text="")
class OBJECT_PT_display(ObjectButtonsPanel, Panel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
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')
split = layout.split()
col = split.column()
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
if is_geometry or is_dupli:
col.prop(obj, "show_wire", text="Wire")
if obj_type == 'MESH' or is_dupli:
col.prop(obj, "show_all_edges")
col = split.column()
row = col.row()
row.prop(obj, "show_bounds", text="Bounds")
sub = row.row()
sub.active = obj.show_bounds
sub.prop(obj, "draw_bounds_type", text="")
if is_geometry:
col.prop(obj, "show_texture_space", text="Texture Space")
col.prop(obj, "show_x_ray", text="X-Ray")
if obj_type == 'MESH' or is_empty_image:
col.prop(obj, "show_transparent", text="Transparency")
split = layout.split()
col = split.column()
if is_wire:
# wire objects only use the max. draw type for duplis
col.active = is_dupli
col.label(text="Maximum Dupli Draw Type:")
else:
col.label(text="Maximum Draw Type:")
col.prop(obj, "draw_type", text="")
col = split.column()
if is_geometry or is_empty_image:
# Only useful with object having faces/materials...
col.label(text="Object Color:")
col.prop(obj, "color", text="")
class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
bl_label = "Duplication"
def draw(self, context):
layout = self.layout
ob = context.object
layout.row().prop(ob, "dupli_type", expand=True)
if ob.dupli_type == 'FRAMES':
split = layout.split()
col = split.column(align=True)
col.prop(ob, "dupli_frames_start", text="Start")
col.prop(ob, "dupli_frames_end", text="End")
col = split.column(align=True)
col.prop(ob, "dupli_frames_on", text="On")
col.prop(ob, "dupli_frames_off", text="Off")
layout.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':
row = layout.row()
row.prop(ob, "use_dupli_faces_scale", text="Scale")
sub = row.row()
sub.active = ob.use_dupli_faces_scale
sub.prop(ob, "dupli_faces_scale", text="Inherit Scale")
elif ob.dupli_type == 'GROUP':
layout.prop(ob, "dupli_group", text="Group")
from bl_ui.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_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object"
_property_type = bpy.types.Object
classes = (
OBJECT_PT_context_object,
OBJECT_PT_transform,
OBJECT_PT_delta_transform,
OBJECT_PT_transform_locks,
OBJECT_PT_relations,
OBJECT_PT_relations_extras,
GROUP_MT_specials,
OBJECT_PT_groups,
OBJECT_PT_display,
OBJECT_PT_duplication,
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)