# ##### 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 ##### # import bpy from bpy.types import Panel, Menu from rna_prop_ui import PropertyPanel class CameraButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" @classmethod def poll(cls, context): engine = context.scene.render.engine return context.camera and (engine in cls.COMPAT_ENGINES) class CAMERA_MT_presets(Menu): bl_label = "Camera Presets" preset_subdir = "camera" preset_operator = "script.execute_preset" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} draw = Menu.draw_preset class DATA_PT_context_camera(CameraButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout ob = context.object cam = context.camera space = context.space_data split = layout.split(percentage=0.65) if ob: split.template_ID(ob, "data") split.separator() elif cam: split.template_ID(space, "pin_id") split.separator() class DATA_PT_lens(CameraButtonsPanel, Panel): bl_label = "Lens" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout cam = context.camera layout.prop(cam, "type", expand=True) split = layout.split() col = split.column() if cam.type == 'PERSP': row = col.row() if cam.lens_unit == 'MILLIMETERS': row.prop(cam, "lens") elif cam.lens_unit == 'FOV': row.prop(cam, "angle") row.prop(cam, "lens_unit", text="") elif cam.type == 'ORTHO': col.prop(cam, "ortho_scale") elif cam.type == 'PANO': engine = context.scene.render.engine if engine == 'CYCLES': ccam = cam.cycles col.prop(ccam, "panorama_type", text="Type") if ccam.panorama_type == 'FISHEYE_EQUIDISTANT': col.prop(ccam, "fisheye_fov") elif ccam.panorama_type == 'FISHEYE_EQUISOLID': row = layout.row() row.prop(ccam, "fisheye_lens", text="Lens") row.prop(ccam, "fisheye_fov") elif engine == 'BLENDER_RENDER': row = col.row() if cam.lens_unit == 'MILLIMETERS': row.prop(cam, "lens") elif cam.lens_unit == 'FOV': row.prop(cam, "angle") row.prop(cam, "lens_unit", text="") split = layout.split() col = split.column(align=True) col.label(text="Shift:") col.prop(cam, "shift_x", text="X") col.prop(cam, "shift_y", text="Y") col = split.column(align=True) col.label(text="Clipping:") col.prop(cam, "clip_start", text="Start") col.prop(cam, "clip_end", text="End") class DATA_PT_camera(CameraButtonsPanel, Panel): bl_label = "Camera" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout cam = context.camera row = layout.row(align=True) row.menu("CAMERA_MT_presets", text=bpy.types.CAMERA_MT_presets.bl_label) row.operator("camera.preset_add", text="", icon='ZOOMIN') row.operator("camera.preset_add", text="", icon='ZOOMOUT').remove_active = True layout.label(text="Sensor:") split = layout.split() col = split.column(align=True) if cam.sensor_fit == 'AUTO': col.prop(cam, "sensor_width", text="Size") else: sub = col.column(align=True) sub.active = cam.sensor_fit == 'HORIZONTAL' sub.prop(cam, "sensor_width", text="Width") sub = col.column(align=True) sub.active = cam.sensor_fit == 'VERTICAL' sub.prop(cam, "sensor_height", text="Height") col = split.column(align=True) col.prop(cam, "sensor_fit", text="") class DATA_PT_camera_dof(CameraButtonsPanel, Panel): bl_label = "Depth of Field" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout cam = context.camera layout.label(text="Focus:") split = layout.split() split.prop(cam, "dof_object", text="") col = split.column() col.active = cam.dof_object is None col.prop(cam, "dof_distance", text="Distance") class DATA_PT_camera_display(CameraButtonsPanel, Panel): bl_label = "Display" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout cam = context.camera split = layout.split() col = split.column() col.prop(cam, "show_limits", text="Limits") col.prop(cam, "show_mist", text="Mist") col.prop(cam, "show_title_safe", text="Safe Areas") col.prop(cam, "show_sensor", text="Sensor") col.prop(cam, "show_name", text="Name") col = split.column() col.prop_menu_enum(cam, "show_guide") col.separator() col.prop(cam, "draw_size", text="Size") col.separator() col.prop(cam, "show_passepartout", text="Passepartout") sub = col.column() sub.active = cam.show_passepartout sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True) class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "object.data" _property_type = bpy.types.Camera if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)