Files
blender/release/scripts/startup/bl_ui/properties_data_armature.py
Sergey Sharybin f765e0cd21 Remove Deform Delay armature option
This option can not be supported by a new granular dependency graph,
and, especially, copy-on-write.

It was always doing full update ever since initial commit of new dependency
graph which we are using here in the studio for the past years and lack of
this option was never brought up.

Fixes T65557: Delay refresh option in armatures is broken
2019-06-07 10:47:22 +02:00

345 lines
11 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
from .properties_animviz import (
MotionPathButtonsPanel,
MotionPathButtonsPanel_display,
)
class ArmatureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif arm:
layout.template_ID(space, "pin_id")
class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
bl_label = "Skeleton"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().prop(arm, "pose_position", expand=True)
col = layout.column()
col.label(text="Layers:")
col.prop(arm, "layers", text="")
col.label(text="Protected Layers:")
col.prop(arm, "layers_protected", text="")
class DATA_PT_display(ArmatureButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
arm = context.armature
layout.prop(arm, "display_type", text="Display As")
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(arm, "show_names", text="Names")
col = flow.column()
col.prop(arm, "show_axes", text="Axes")
col = flow.column()
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col = flow.column()
col.prop(arm, "show_group_colors", text="Group Colors")
if ob:
col = flow.column()
col.prop(ob, "show_in_front", text="In Front")
class DATA_MT_bone_group_context_menu(Menu):
bl_label = "Bone Group Specials"
def draw(self, _context):
layout = self.layout
layout.operator("pose.group_sort", icon='SORTALPHA')
class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel):
bl_label = "Bone Groups"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
group = pose.bone_groups.active
row = layout.row()
rows = 1
if group:
rows = 4
row.template_list(
"UI_UL_list",
"bone_groups",
pose,
"bone_groups",
pose.bone_groups,
"active_index",
rows=rows,
)
col = row.column(align=True)
col.active = (ob.proxy is None)
col.operator("pose.group_add", icon='ADD', text="")
col.operator("pose.group_remove", icon='REMOVE', text="")
col.menu("DATA_MT_bone_group_context_menu", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
split = layout.split()
split.active = (ob.proxy is None)
col = split.column()
col.prop(group, "color_set")
if group.color_set:
col = split.column()
sub = col.row(align=True)
sub.enabled = group.is_custom_color_set # only custom colors are editable
sub.prop(group.colors, "normal", text="")
sub.prop(group.colors, "select", text="")
sub.prop(group.colors, "active", text="")
row = layout.row()
row.active = (ob.proxy is None)
sub = row.row(align=True)
sub.operator("pose.group_assign", text="Assign")
# row.operator("pose.bone_group_remove_from", text="Remove")
sub.operator("pose.group_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("pose.group_select", text="Select")
sub.operator("pose.group_deselect", text="Deselect")
class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
bl_label = "Pose Library"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
poselib = ob.pose_library
layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
if poselib:
# warning about poselib being in an invalid state
if poselib.fcurves and not poselib.pose_markers:
layout.label(icon='ERROR', text="Error: Potentially corrupt library, run 'Sanitize' operator to fix")
# list of poses in pose library
row = layout.row()
row.template_list("UI_UL_list", "pose_markers", poselib, "pose_markers",
poselib.pose_markers, "active_index", rows=5)
# column of operators for active pose
# - goes beside list
col = row.column(align=True)
# invoke should still be used for 'add', as it is needed to allow
# add/replace options to be used properly
col.operator("poselib.pose_add", icon='ADD', text="")
col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
pose_marker_active = poselib.pose_markers.active
if pose_marker_active is not None:
col.operator("poselib.pose_remove", icon='REMOVE', text="")
col.operator(
"poselib.apply_pose",
icon='ZOOM_SELECTED',
text="",
).pose_index = poselib.pose_markers.active_index
col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu?
if pose_marker_active is not None:
col.operator("poselib.pose_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("poselib.pose_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.pose)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
itasc = ob.pose.ik_param
layout.prop(ob.pose, "ik_solver")
if itasc:
layout.prop(itasc, "mode")
simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.prop(itasc, "reiteration_method", expand=False)
col = layout.column()
col.active = not simulation or itasc.reiteration_method != 'NEVER'
col.prop(itasc, "precision")
col.prop(itasc, "iterations")
if simulation:
col.prop(itasc, "use_auto_step")
sub = layout.column(align=True)
if itasc.use_auto_step:
sub.prop(itasc, "step_min", text="Steps Min")
sub.prop(itasc, "step_max", text="Max")
else:
sub.prop(itasc, "step_count", text="Steps")
col.prop(itasc, "solver")
if simulation:
col.prop(itasc, "feedback")
col.prop(itasc, "velocity_max")
if itasc.solver == 'DLS':
col.separator()
col.prop(itasc, "damping_max", text="Damping Max", slider=True)
col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
#bl_label = "Bones Motion Paths"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
#bl_label = "Bones Motion Paths"
bl_context = "data"
bl_parent_id = "DATA_PT_motion_paths"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "object.data"
_property_type = bpy.types.Armature
classes = (
DATA_PT_context_arm,
DATA_PT_skeleton,
DATA_MT_bone_group_context_menu,
DATA_PT_bone_groups,
DATA_PT_pose_library,
DATA_PT_motion_paths,
DATA_PT_motion_paths_display,
DATA_PT_display,
DATA_PT_iksolver_itasc,
DATA_PT_custom_props_arm,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)