Welcome to mirror list, hosted at ThFree Co, Russian Federation.

buttons_data_bone.py « ui « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 50ece679e27a6fdd7c53b1d7e4958ba9c4666ba8 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353

import bpy
 
class BoneButtonsPanel(bpy.types.Panel):
	__space_type__ = 'PROPERTIES'
	__region_type__ = 'WINDOW'
	__context__ = "bone"
	
	def poll(self, context):
		return (context.bone or context.edit_bone)

class BONE_PT_context_bone(BoneButtonsPanel):
	__show_header__ = False

	def draw(self, context):
		layout = self.layout
		
		bone = context.bone
		if not bone:
			bone = context.edit_bone
		
		row = layout.row()
		row.itemL(text="", icon='ICON_BONE_DATA')
		row.itemR(bone, "name", text="")

class BONE_PT_transform(BoneButtonsPanel):
	__label__ = "Transform"

	def draw(self, context):
		layout = self.layout
		
		ob = context.object
		bone = context.bone
		if not bone:
			bone = context.edit_bone

			row = layout.row()
			row.column().itemR(bone, "head")
			row.column().itemR(bone, "tail")

			col = row.column()
			sub = col.column(align=True)
			sub.itemL(text="Roll:")
			sub.itemR(bone, "roll", text="")
			sub.itemL()
			sub.itemR(bone, "locked")

		else:
			pchan = ob.pose.pose_channels[context.bone.name]

			layout.itemR(pchan, "rotation_mode")

			row = layout.row()
			col = row.column()
			col.itemR(pchan, "location")
			col.active = not (bone.parent and bone.connected)

			col = row.column()
			if pchan.rotation_mode == 'QUATERNION':
				col.itemR(pchan, "rotation", text="Rotation")
			elif pchan.rotation_mode == 'AXIS_ANGLE':
				col.itemL(text="Rotation")
				col.itemR(pchan, "rotation_angle", text="Angle")
				col.itemR(pchan, "rotation_axis", text="Axis")
			else:
				col.itemR(pchan, "euler_rotation", text="Rotation")

			row.column().itemR(pchan, "scale")

			if pchan.rotation_mode == 'QUATERNION':
				col = layout.column(align=True)
				col.itemL(text="Euler:")
				col.row().itemR(pchan, "euler_rotation", text="")
				
class BONE_PT_transform_locks(BoneButtonsPanel):
	__label__ = "Transform Locks"
	__default_closed__ = True
	
	def poll(self, context):
		return context.bone
	
	def draw(self, context):
		layout = self.layout
		
		ob = context.object
		bone = context.bone
		pchan = ob.pose.pose_channels[context.bone.name]
		
		row = layout.row()
		col = row.column()
		col.itemR(pchan, "lock_location")
		col.active = not (bone.parent and bone.connected)
		
		col = row.column()
		if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
			col.itemR(pchan, "lock_rotations_4d", text="Lock Rotation")
			if pchan.lock_rotations_4d:
				col.itemR(pchan, "lock_rotation_w", text="W")
			col.itemR(pchan, "lock_rotation", text="")
		else:
			col.itemR(pchan, "lock_rotation", text="Rotation")
		
		row.column().itemR(pchan, "lock_scale")

class BONE_PT_bone(BoneButtonsPanel):
	__label__ = "Bone"

	def draw(self, context):
		layout = self.layout
		
		ob = context.object
		bone = context.bone
		arm = context.armature
		
		if not bone:
			bone = context.edit_bone
			pchan = None
		else:
			pchan = ob.pose.pose_channels[context.bone.name]

		split = layout.split()

		col = split.column()
		col.itemL(text="Parent:")
		if context.bone:
			col.itemR(bone, "parent", text="")
		else:
			col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
		
		row = col.row()
		row.active = bone.parent != None
		row.itemR(bone, "connected")
		
		col.itemL(text="Layers:")
		col.itemR(bone, "layer", text="")
		
		col = split.column()
		col.itemL(text="Inherit:")
		col.itemR(bone, "hinge", text="Rotation")
		col.itemR(bone, "inherit_scale", text="Scale")
		col.itemL(text="Display:")
		col.itemR(bone, "draw_wire", text="Wireframe")
		col.itemR(bone, "hidden", text="Hide")
		
		if ob and pchan:
			split = layout.split()
			
			col = split.column()
			col.itemL(text="Bone Group:")
			col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
			
			col = split.column()
			col.itemL(text="Custom Shape:")
			col.itemR(pchan, "custom_shape", text="")

class BONE_PT_inverse_kinematics(BoneButtonsPanel):
	__label__ = "Inverse Kinematics"
	__default_closed__ = True
	
	def poll(self, context):
		ob = context.object
		bone = context.bone

		if ob and context.bone:
			pchan = ob.pose.pose_channels[context.bone.name]
			return pchan.has_ik
		
		return False

	def draw(self, context):
		layout = self.layout
		
		ob = context.object
		bone = context.bone
		pchan = ob.pose.pose_channels[context.bone.name]

		row = layout.row()
		row.itemR(ob.pose, "ik_solver")

		split = layout.split(percentage=0.25)
		split.itemR(pchan, "ik_dof_x", text="X")
		row = split.row()
		row.itemR(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
		row.active = pchan.ik_dof_x

		split = layout.split(percentage=0.25)
		row = split.row()
		row.itemR(pchan, "ik_limit_x", text="Limit")
		row.active = pchan.ik_dof_x
		row = split.row(align=True)
		row.itemR(pchan, "ik_min_x", text="")
		row.itemR(pchan, "ik_max_x", text="")
		row.active = pchan.ik_dof_x and pchan.ik_limit_x

		split = layout.split(percentage=0.25)
		split.itemR(pchan, "ik_dof_y", text="Y")
		row = split.row()
		row.itemR(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
		row.active = pchan.ik_dof_y

		split = layout.split(percentage=0.25)
		row = split.row()
		row.itemR(pchan, "ik_limit_y", text="Limit")
		row.active = pchan.ik_dof_y
		row = split.row(align=True)
		row.itemR(pchan, "ik_min_y", text="")
		row.itemR(pchan, "ik_max_y", text="")
		row.active = pchan.ik_dof_y and pchan.ik_limit_y

		split = layout.split(percentage=0.25)
		split.itemR(pchan, "ik_dof_z", text="Z")
		row = split.row()
		row.itemR(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
		row.active = pchan.ik_dof_z

		split = layout.split(percentage=0.25)
		row = split.row()
		row.itemR(pchan, "ik_limit_z", text="Limit")
		row.active = pchan.ik_dof_z
		row = split.row(align=True)
		row.itemR(pchan, "ik_min_z", text="")
		row.itemR(pchan, "ik_max_z", text="")
		row.active = pchan.ik_dof_z and pchan.ik_limit_z
		split = layout.split()
		split.itemR(pchan, "ik_stretch", text="Stretch", slider=True)
		split.itemL()

		if ob.pose.ik_solver == "ITASC":
			layout.itemL(text="Joint constraint:")
			split = layout.split(percentage=0.3)
			row = split.row()
			row.itemR(pchan, "ik_rot_control", text="Rotation")
			row = split.row()
			row.itemR(pchan, "ik_rot_weight", text="Weight", slider=True)
			row.active = pchan.ik_rot_control
			# not supported yet
			#split = layout.split(percentage=0.3)
			#row = split.row()
			#row.itemR(pchan, "ik_lin_control", text="Size")
			#row = split.row()
			#row.itemR(pchan, "ik_lin_weight", text="Weight", slider=True)
			#row.active = pchan.ik_lin_control

class BONE_PT_deform(BoneButtonsPanel):
	__label__ = "Deform"
	__default_closed__ = True

	def draw_header(self, context):
		bone = context.bone
		
		if not bone:
			bone = context.edit_bone
			
		self.layout.itemR(bone, "deform", text="")

	def draw(self, context):
		layout = self.layout
		
		bone = context.bone
		
		if not bone:
			bone = context.edit_bone
	
		layout.active = bone.deform
			
		split = layout.split()

		col = split.column()
		col.itemL(text="Envelope:")
		
		sub = col.column(align=True)
		sub.itemR(bone, "envelope_distance", text="Distance")
		sub.itemR(bone, "envelope_weight", text="Weight")
		col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")

		sub = col.column(align=True)
		sub.itemL(text="Radius:")
		sub.itemR(bone, "head_radius", text="Head")
		sub.itemR(bone, "tail_radius", text="Tail")

		col = split.column()
		col.itemL(text="Curved Bones:")
		
		sub = col.column(align=True)
		sub.itemR(bone, "bbone_segments", text="Segments")
		sub.itemR(bone, "bbone_in", text="Ease In")
		sub.itemR(bone, "bbone_out", text="Ease Out")
		
		col.itemL(text="Offset:")
		col.itemR(bone, "cyclic_offset")

class BONE_PT_iksolver_itasc(BoneButtonsPanel):
	__idname__ = "BONE_PT_iksolver_itasc"
	__label__ = "iTaSC parameters"
	__default_closed__ = True
	
	def poll(self, context):
		ob = context.object
		bone = context.bone

		if ob and context.bone:
			pchan = ob.pose.pose_channels[context.bone.name]
			return pchan.has_ik and ob.pose.ik_solver == "ITASC" and ob.pose.ik_param
		
		return False

	def draw(self, context):
		layout = self.layout

		ob = context.object
		itasc = ob.pose.ik_param

		layout.row().itemR(itasc, "simulation")
		if itasc.simulation:
			split = layout.split()
			row = split.row()
			row.itemR(itasc, "reiteration")
			row = split.row()
			if itasc.reiteration:
				itasc.initial_reiteration = True
			row.itemR(itasc, "initial_reiteration")
			row.active = not itasc.reiteration
		
		flow = layout.column_flow()
		flow.itemR(itasc, "precision")
		flow.itemR(itasc, "num_iter")
		flow.active = not itasc.simulation or itasc.initial_reiteration or itasc.reiteration

		if itasc.simulation:		
			layout.itemR(itasc, "auto_step")
			row = layout.row()
			if itasc.auto_step:
				row.itemR(itasc, "min_step")
				row.itemR(itasc, "max_step")
			else:
				row.itemR(itasc, "num_step")
			
		layout.itemR(itasc, "solver")
		if itasc.simulation:
			layout.itemR(itasc, "feedback")
			layout.itemR(itasc, "max_velocity")
		if itasc.solver == "DLS":
			row = layout.row()
			row.itemR(itasc, "dampmax")
			row.itemR(itasc, "dampeps")

bpy.types.register(BONE_PT_context_bone)
bpy.types.register(BONE_PT_transform)
bpy.types.register(BONE_PT_transform_locks)
bpy.types.register(BONE_PT_bone)
bpy.types.register(BONE_PT_deform)
bpy.types.register(BONE_PT_inverse_kinematics)
bpy.types.register(BONE_PT_iksolver_itasc)