diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-03-21 15:35:49 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-03-21 15:35:49 +0300 |
commit | 2e6a02438e997f1024f3ba6c332314f09f01a3b4 (patch) | |
tree | 7b9427c972858a2b0950b0328bb500f11294161b /release/scripts/startup/bl_ui/properties_data_bone.py | |
parent | 28d39473fc65543cbf3adc44964d4a9703d3076a (diff) |
move script directories for internal blender scripts.
ui/ --> startup/bl_ui
op/ --> startup/bl_operators
scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.
~/.blender/2.56/scripts/startup works for auto-loading scripts too.
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_data_bone.py')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_data_bone.py | 370 |
1 files changed, 370 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_bone.py b/release/scripts/startup/bl_ui/properties_data_bone.py new file mode 100644 index 00000000000..271d40642a2 --- /dev/null +++ b/release/scripts/startup/bl_ui/properties_data_bone.py @@ -0,0 +1,370 @@ +# ##### 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 rna_prop_ui import PropertyPanel + + +class BoneButtonsPanel(): + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "bone" + + @classmethod + def poll(cls, context): + return (context.bone or context.edit_bone) + + +class BONE_PT_context_bone(BoneButtonsPanel, bpy.types.Panel): + bl_label = "" + bl_options = {'HIDE_HEADER'} + + def draw(self, context): + layout = self.layout + + bone = context.bone + if not bone: + bone = context.edit_bone + + row = layout.row() + row.label(text="", icon='BONE_DATA') + row.prop(bone, "name", text="") + + +class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel): + bl_label = "Transform" + + @classmethod + def poll(cls, context): + if context.edit_bone: + return True + + ob = context.object + return ob and ob.mode == 'POSE' and context.bone + + def draw(self, context): + layout = self.layout + + ob = context.object + bone = context.bone + + if bone and ob: + pchan = ob.pose.bones[bone.name] + + row = layout.row() + col = row.column() + col.prop(pchan, "location") + col.active = not (bone.parent and bone.use_connect) + + col = row.column() + if pchan.rotation_mode == 'QUATERNION': + col.prop(pchan, "rotation_quaternion", text="Rotation") + elif pchan.rotation_mode == 'AXIS_ANGLE': + #col.label(text="Rotation") + #col.prop(pchan, "rotation_angle", text="Angle") + #col.prop(pchan, "rotation_axis", text="Axis") + col.prop(pchan, "rotation_axis_angle", text="Rotation") + else: + col.prop(pchan, "rotation_euler", text="Rotation") + + row.column().prop(pchan, "scale") + + layout.prop(pchan, "rotation_mode") + + elif context.edit_bone: + bone = context.edit_bone + row = layout.row() + row.column().prop(bone, "head") + row.column().prop(bone, "tail") + + col = row.column() + sub = col.column(align=True) + sub.label(text="Roll:") + sub.prop(bone, "roll", text="") + sub.label() + sub.prop(bone, "lock") + + +class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel): + bl_label = "Transform Locks" + bl_options = {'DEFAULT_CLOSED'} + + @classmethod + def poll(cls, context): + ob = context.object + return ob and ob.mode == 'POSE' and context.bone + + def draw(self, context): + layout = self.layout + + ob = context.object + bone = context.bone + pchan = ob.pose.bones[bone.name] + + row = layout.row() + col = row.column() + col.prop(pchan, "lock_location") + col.active = not (bone.parent and bone.use_connect) + + col = row.column() + if pchan.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}: + col.prop(pchan, "lock_rotations_4d", text="Lock Rotation") + if pchan.lock_rotations_4d: + col.prop(pchan, "lock_rotation_w", text="W") + col.prop(pchan, "lock_rotation", text="") + else: + col.prop(pchan, "lock_rotation", text="Rotation") + + row.column().prop(pchan, "lock_scale") + + +class BONE_PT_relations(BoneButtonsPanel, bpy.types.Panel): + bl_label = "Relations" + + def draw(self, context): + layout = self.layout + + ob = context.object + bone = context.bone + arm = context.armature + pchan = None + + if ob and bone: + pchan = ob.pose.bones[bone.name] + elif bone is None: + bone = context.edit_bone + + split = layout.split() + + col = split.column() + col.label(text="Layers:") + col.prop(bone, "layers", text="") + + col.separator() + + if ob and pchan: + col.label(text="Bone Group:") + col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="") + + col = split.column() + col.label(text="Parent:") + if context.bone: + col.prop(bone, "parent", text="") + else: + col.prop_search(bone, "parent", arm, "edit_bones", text="") + + sub = col.column() + sub.active = (bone.parent is not None) + sub.prop(bone, "use_connect") + sub.prop(bone, "use_inherit_rotation", text="Inherit Rotation") + sub.prop(bone, "use_inherit_scale", text="Inherit Scale") + sub = col.column() + sub.active = (not bone.parent or not bone.use_connect) + sub.prop(bone, "use_local_location", text="Local Location") + + +class BONE_PT_display(BoneButtonsPanel, bpy.types.Panel): + bl_label = "Display" + + @classmethod + def poll(cls, context): + return context.bone + + def draw(self, context): + # note. this works ok in editmode but isnt + # all that useful so disabling for now. + layout = self.layout + + ob = context.object + bone = context.bone + pchan = None + + if ob and bone: + pchan = ob.pose.bones[bone.name] + elif bone is None: + bone = context.edit_bone + + if bone: + split = layout.split() + + col = split.column() + col.prop(bone, "show_wire", text="Wireframe") + col.prop(bone, "hide", text="Hide") + + if pchan: + col = split.column() + + col.label(text="Custom Shape:") + col.prop(pchan, "custom_shape", text="") + if pchan.custom_shape: + col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At") + + +class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel): + bl_label = "Inverse Kinematics" + bl_options = {'DEFAULT_CLOSED'} + + @classmethod + def poll(cls, context): + ob = context.object + return ob and ob.mode == 'POSE' and context.bone + + def draw(self, context): + layout = self.layout + + ob = context.object + bone = context.bone + pchan = ob.pose.bones[bone.name] + + row = layout.row() + row.prop(ob.pose, "ik_solver") + + split = layout.split(percentage=0.25) + split.prop(pchan, "lock_ik_x", icon='LOCKED' if pchan.lock_ik_x else 'UNLOCKED', text="X") + split.active = pchan.is_in_ik_chain + row = split.row() + row.prop(pchan, "ik_stiffness_x", text="Stiffness", slider=True) + row.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain + + split = layout.split(percentage=0.25) + sub = split.row() + + sub.prop(pchan, "use_ik_limit_x", text="Limit") + sub.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain + sub = split.row(align=True) + sub.prop(pchan, "ik_min_x", text="") + sub.prop(pchan, "ik_max_x", text="") + sub.active = pchan.lock_ik_x == False and pchan.use_ik_limit_x and pchan.is_in_ik_chain + + split = layout.split(percentage=0.25) + split.prop(pchan, "lock_ik_y", icon='LOCKED' if pchan.lock_ik_y else 'UNLOCKED', text="Y") + split.active = pchan.is_in_ik_chain + row = split.row() + row.prop(pchan, "ik_stiffness_y", text="Stiffness", slider=True) + row.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain + + split = layout.split(percentage=0.25) + sub = split.row() + + sub.prop(pchan, "use_ik_limit_y", text="Limit") + sub.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain + + sub = split.row(align=True) + sub.prop(pchan, "ik_min_y", text="") + sub.prop(pchan, "ik_max_y", text="") + sub.active = pchan.lock_ik_y == False and pchan.use_ik_limit_y and pchan.is_in_ik_chain + + split = layout.split(percentage=0.25) + split.prop(pchan, "lock_ik_z", icon='LOCKED' if pchan.lock_ik_z else 'UNLOCKED', text="Z") + split.active = pchan.is_in_ik_chain + sub = split.row() + sub.prop(pchan, "ik_stiffness_z", text="Stiffness", slider=True) + sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain + + split = layout.split(percentage=0.25) + sub = split.row() + + sub.prop(pchan, "use_ik_limit_z", text="Limit") + sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain + sub = split.row(align=True) + sub.prop(pchan, "ik_min_z", text="") + sub.prop(pchan, "ik_max_z", text="") + sub.active = pchan.lock_ik_z == False and pchan.use_ik_limit_z and pchan.is_in_ik_chain + + split = layout.split(percentage=0.25) + split.label(text="Stretch:") + sub = split.row() + sub.prop(pchan, "ik_stretch", text="", slider=True) + sub.active = pchan.is_in_ik_chain + + if ob.pose.ik_solver == 'ITASC': + split = layout.split() + col = split.column() + col.prop(pchan, "use_ik_rotation_control", text="Control Rotation") + col.active = pchan.is_in_ik_chain + col = split.column() + col.prop(pchan, "ik_rotation_weight", text="Weight", slider=True) + col.active = pchan.is_in_ik_chain + # not supported yet + #row = layout.row() + #row.prop(pchan, "use_ik_linear_control", text="Joint Size") + #row.prop(pchan, "ik_linear_weight", text="Weight", slider=True) + + +class BONE_PT_deform(BoneButtonsPanel, bpy.types.Panel): + bl_label = "Deform" + bl_options = {'DEFAULT_CLOSED'} + + def draw_header(self, context): + bone = context.bone + + if not bone: + bone = context.edit_bone + + self.layout.prop(bone, "use_deform", text="") + + def draw(self, context): + layout = self.layout + + bone = context.bone + + if not bone: + bone = context.edit_bone + + layout.active = bone.use_deform + + split = layout.split() + + col = split.column() + col.label(text="Envelope:") + + sub = col.column(align=True) + sub.prop(bone, "envelope_distance", text="Distance") + sub.prop(bone, "envelope_weight", text="Weight") + col.prop(bone, "use_envelope_multiply", text="Multiply") + + sub = col.column(align=True) + sub.label(text="Radius:") + sub.prop(bone, "head_radius", text="Head") + sub.prop(bone, "tail_radius", text="Tail") + + col = split.column() + col.label(text="Curved Bones:") + + sub = col.column(align=True) + sub.prop(bone, "bbone_segments", text="Segments") + sub.prop(bone, "bbone_in", text="Ease In") + sub.prop(bone, "bbone_out", text="Ease Out") + + col.label(text="Offset:") + col.prop(bone, "use_cyclic_offset") + + +class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel): + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} + _property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone + + @property + def _context_path(self): + obj = bpy.context.object + if obj and obj.mode == 'POSE': + return "active_pose_bone" + else: + return "active_bone" |