# ##### 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 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.scene.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.scene.render.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'} _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)