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blender-archive/scripts/startup/bl_ui/properties_data_bone.py
Sergey Sharybin 03806d0b67 Re-design of submodules used in blender.git
This commit implements described in the #104573.

The goal is to fix the confusion of the submodule hashes change, which are not
ideal for any of the supported git-module configuration (they are either always
visible causing confusion, or silently staged and committed, also causing
confusion).

This commit replaces submodules with a checkout of addons and addons_contrib,
covered by the .gitignore, and locale and developer tools are moved to the
main repository.

This also changes the paths:
- /release/scripts are moved to the /scripts
- /source/tools are moved to the /tools
- /release/datafiles/locale is moved to /locale

This is done to avoid conflicts when using bisect, and also allow buildbot to
automatically "recover" wgen building older or newer branches/patches.

Running `make update` will initialize the local checkout to the changed
repository configuration.

Another aspect of the change is that the make update will support Github style
of remote organization (origin remote pointing to thy fork, upstream remote
pointing to the upstream blender/blender.git).

Pull Request #104755
2023-02-21 16:39:58 +01:00

480 lines
15 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
from bpy.app.translations import contexts as i18n_contexts
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, 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, 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
layout.use_property_split = True
ob = context.object
bone = context.bone
col = layout.column()
if bone and ob:
pchan = ob.pose.bones[bone.name]
col.active = not (bone.parent and bone.use_connect)
row = col.row(align=True)
row.prop(pchan, "location")
row.use_property_decorate = False
row.prop(pchan, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
rotation_mode = pchan.rotation_mode
if rotation_mode == 'QUATERNION':
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_quaternion", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif rotation_mode == 'AXIS_ANGLE':
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_axis_angle", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
else:
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_euler", text="Rotation")
row.use_property_decorate = False
row.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
row = layout.row(align=True)
row.prop(pchan, "rotation_mode", text="Mode")
row.label(text="", icon='BLANK1')
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "scale")
row.use_property_decorate = False
row.prop(pchan, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif context.edit_bone:
bone = context.edit_bone
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col = layout.column()
col.prop(bone, "roll")
col.prop(bone, "lock")
class BONE_PT_curved(BoneButtonsPanel, Panel):
bl_label = "Bendy Bones"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
ob = context.object
bone = context.bone
arm = context.armature
bone_list = "bones"
if ob and bone:
bbone = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
bbone = bone
bone_list = "edit_bones"
else:
bbone = bone
layout = self.layout
layout.use_property_split = True
layout.prop(bone, "bbone_segments", text="Segments")
col = layout.column(align=True)
col.prop(bone, "bbone_x", text="Display Size X")
col.prop(bone, "bbone_z", text="Z")
topcol = layout.column()
topcol.active = bone.bbone_segments > 1
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveinx", text="Curve In X")
col.prop(bbone, "bbone_curveinz", text="Z")
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveoutx", text="Curve Out X")
col.prop(bbone, "bbone_curveoutz", text="Z")
col = topcol.column(align=True)
col.prop(bbone, "bbone_rollin", text="Roll In")
col.prop(bbone, "bbone_rollout", text="Out")
col.prop(bone, "use_endroll_as_inroll")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scalein", text="Scale In")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scaleout", text="Scale Out")
col = topcol.column(align=True)
col.prop(bbone, "bbone_easein", text="Ease In", text_ctxt=i18n_contexts.id_armature)
col.prop(bbone, "bbone_easeout", text="Out", text_ctxt=i18n_contexts.id_armature)
col.prop(bone, "use_scale_easing")
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_start", text="Start Handle")
col2 = col.column(align=True)
col2.active = (bone.bbone_handle_type_start != 'AUTO')
col2.prop_search(bone, "bbone_custom_handle_start", arm, bone_list, text="Custom")
row = col.row(align=True)
row.use_property_split = False
split = row.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Scale")
split2 = split.split(factor=0.7)
row2 = split2.row(align=True)
row2.prop(bone, "bbone_handle_use_scale_start", index=0, text="X", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_start", index=1, text="Y", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_start", index=2, text="Z", toggle=True)
split2.prop(bone, "bbone_handle_use_ease_start", text="Ease", text_ctxt=i18n_contexts.id_armature, toggle=True)
row.label(icon='BLANK1')
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_end", text="End Handle")
col2 = col.column(align=True)
col2.active = (bone.bbone_handle_type_end != 'AUTO')
col2.prop_search(bone, "bbone_custom_handle_end", arm, bone_list, text="Custom")
row = col.row(align=True)
row.use_property_split = False
split = row.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Scale")
split2 = split.split(factor=0.7)
row2 = split2.row(align=True)
row2.prop(bone, "bbone_handle_use_scale_end", index=0, text="X", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_end", index=1, text="Y", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_end", index=2, text="Z", toggle=True)
split2.prop(bone, "bbone_handle_use_ease_end", text="Ease", text_ctxt=i18n_contexts.id_armature, toggle=True)
row.label(icon='BLANK1')
class BONE_PT_relations(BoneButtonsPanel, Panel):
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Relations"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
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
col = layout.column()
col.use_property_split = False
col.prop(bone, "layers", text="")
col.use_property_split = True
col = layout.column()
col.separator()
if context.bone:
col.prop(bone, "parent")
else:
col.prop_search(bone, "parent", arm, "edit_bones")
if ob and pchan:
col.prop(bone, "use_relative_parent")
col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="Bone Group")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_connect")
sub = col.column()
sub.active = (not bone.parent or not bone.use_connect)
sub.prop(bone, "use_local_location")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_inherit_rotation")
sub.prop(bone, "inherit_scale")
class BONE_PT_display(BoneButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
# note. this works ok in edit-mode but isn't
# all that useful so disabling for now.
layout = self.layout
layout.use_property_split = True
bone = context.bone
if bone is None:
bone = context.edit_bone
if bone:
col = layout.column()
col.prop(bone, "hide", text="Hide", toggle=False)
class BONE_PT_display_custom_shape(BoneButtonsPanel, Panel):
bl_label = "Custom Shape"
bl_parent_id = "BONE_PT_display"
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
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 and pchan:
col = layout.column()
col.prop(pchan, "custom_shape")
sub = col.column()
sub.active = bool(pchan and pchan.custom_shape)
sub.separator()
sub.prop(pchan, "custom_shape_scale_xyz", text="Scale")
sub.prop(pchan, "custom_shape_translation", text="Translation")
sub.prop(pchan, "custom_shape_rotation_euler", text="Rotation")
sub.prop_search(pchan, "custom_shape_transform",
ob.pose, "bones", text="Override Transform")
sub.prop(pchan, "use_custom_shape_bone_size")
sub.separator()
sub.prop(bone, "show_wire", text="Wireframe")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, 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
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
active = pchan.is_in_ik_chain
col = layout.column()
col.prop(pchan, "ik_stretch", slider=True)
col.active = active
layout.separator()
col = layout.column(align=True)
col.prop(pchan, "lock_ik_x", text="Lock IK X")
col.prop(pchan, "lock_ik_y", text="Y")
col.prop(pchan, "lock_ik_z", text="Z")
col = layout.column(align=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "ik_stiffness_x", text="Stiffness X", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "ik_stiffness_y", text="Y", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "ik_stiffness_z", text="Z", slider=True)
col = layout.column(align=True)
sub = col.column()
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "use_ik_limit_x", text="Limit X")
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and pchan.use_ik_limit_x and active
sub.prop(pchan, "ik_min_x", text="Min")
sub.prop(pchan, "ik_max_x", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "use_ik_limit_y", text="Limit Y")
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and pchan.use_ik_limit_y and active
sub.prop(pchan, "ik_min_y", text="Min")
sub.prop(pchan, "ik_max_y", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "use_ik_limit_z", text="Limit Z")
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and pchan.use_ik_limit_z and active
sub.prop(pchan, "ik_min_z", text="Min")
sub.prop(pchan, "ik_max_z", text="Max")
col.separator()
if ob.pose.ik_solver == 'ITASC':
col = layout.column()
col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
col.active = active
col = layout.column()
col.prop(pchan, "ik_rotation_weight", text="IK Rotation Weight", slider=True)
col.active = active
# 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, 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
layout.use_property_split = True
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.use_deform
col = layout.column()
col.prop(bone, "envelope_distance", text="Envelope Distance")
col.prop(bone, "envelope_weight", text="Envelope Weight")
col.prop(bone, "use_envelope_multiply", text="Envelope Multiply")
col.separator()
col = layout.column(align=True)
col.prop(bone, "head_radius", text="Radius Head")
col.prop(bone, "tail_radius", text="Tail")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
'BLENDER_WORKBENCH_NEXT'}
_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"
classes = (
BONE_PT_context_bone,
BONE_PT_transform,
BONE_PT_curved,
BONE_PT_relations,
BONE_PT_inverse_kinematics,
BONE_PT_deform,
BONE_PT_display,
BONE_PT_display_custom_shape,
BONE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)