2024-02-23 16:11:06 +01:00
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# SPDX-FileCopyrightText: 2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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"""NOTE: this is temporary UI code to show animation layers.
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It is not meant for any particular use, just to have *something* in the UI.
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"""
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import bpy
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2024-04-10 12:37:16 +10:00
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from bpy.types import (
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Panel,
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WindowManager,
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)
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2024-02-23 16:11:06 +01:00
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from bpy.props import PointerProperty
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class VIEW3D_PT_animation_layers(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Animation"
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2024-07-25 11:57:49 +02:00
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bl_label = "Animation Debug"
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2024-02-23 16:11:06 +01:00
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@classmethod
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2024-04-10 12:37:16 +10:00
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def poll(cls, context):
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2024-02-23 16:11:06 +01:00
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return context.preferences.experimental.use_animation_baklava and context.object
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2024-07-09 13:32:30 +10:00
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def draw(self, context):
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2024-02-23 16:11:06 +01:00
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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Anim: Change how names of Bindings work, and how Bindings are created/assigned
This cleans up some of the Animation/Binding API, and adds a distinction
between a binding's "name" and its "display name".
`name`: internal name that is unique within the `Animation`. As such, it
is also the key into the `anim.bindings` collection.
- To ensure the uniqueness, `name` is always prefxed with the ID
identifier, like `OBCube` and `CACamera`.
- A binding that was not created to animate a specific ID will be
called `XXBinding`.
`name_display`: display name that strips the first two characters, so in
the above examples would be `Cube`, `Camera`, and `Binding`.
### RNA setter behaviour
`name`: always sets the name, emitting a warning when the name's prefix
doesn't match the ID type of the Binding. This implicitly changes the
display name (as they are two views into the same string).
`name_display`: sets `name = prefix_for_ID_type + name_display`. So even
when the old name was `QQSomethingWeird`, setting `binding.name_display
= "NewName"` would effectively set `binding.name = "OBNewName"`
(assuming it was already bound to some object earlier).
Bindings now also **always have a name**. Previously it was possible to
create bindings named `""`, but that's no longer possible.
Bindings used to be **renamed automatically** when they were first
assigned, for example from `XXBinding` to `OBCube`. This behaviour has
been removed, as it could potentially cause confusion.
Pull Request: https://projects.blender.org/blender/blender/pulls/120941
2024-04-30 15:51:47 +02:00
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col = layout.column(align=False)
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2024-07-25 17:20:27 +02:00
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adt = context.object.animation_data
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Anim: merge Animation data-block into bAction
The new/experimental, layered `Animation` data-block is merged with the
existing `bAction` data-block.
The `Animation` data-block is considerably newer than `bAction`, so the
supporting code that was written for it is also more modern. When moving
that code into `bAction`, I chose to keep the modernity where possible,
and thus some of the old code has been updated as well. Things like
preferring references over pointers.
The `Animation` data-block is now gone from DNA, the main database, etc.
As this was still an experimental feature, there is no versioning code
to convert any of that to Actions.
The DNA struct `bAction` now has a C++ wrapper `animrig::Action`, that
can be obtained via `some_action->wrap()`.
`animrig::Action` has functions `is_empty()`, `is_action_legacy()`, and
`is_action_layered()`. They **all** return `true` when the Action is
empty, as in that case none of the data that makes an action either
'legacy' or 'layered' is there.
The 'animation filtering' code (for showing things in the dope sheet,
graph editor, etc) that I wrote for `Animation` is intentionally kept
around. These types now target 'layered actions' and the
already-existing ones 'legacy actions'. A future PR may merge these two
together, but given how much work it was to add something new there, I'd
rather wait until the dust has settled on this commit.
There are plenty of variables (and some comments) named `anim` or
`animation` that now are of type `animrig::Action`. I haven't renamed
them all, to keep the noise level low in this commit (it's already big
enough). This can be done in a followup, non-functional PR.
Related task: #121355
Pull Request: https://projects.blender.org/blender/blender/pulls/121357
2024-05-13 15:51:26 +02:00
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anim = adt and adt.action
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2024-02-23 16:11:06 +01:00
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if anim:
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2024-07-05 16:59:34 +02:00
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slot_sub = col.column(align=True)
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2024-07-25 17:20:27 +02:00
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slot_sub.template_search(
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adt, "action_slot",
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adt, "action_slots",
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new="",
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unlink="anim.slot_unassign_object",
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)
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2024-04-30 17:37:16 +02:00
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2024-07-05 16:59:34 +02:00
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internal_sub = slot_sub.box().column(align=True)
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2024-07-25 17:20:27 +02:00
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internal_sub.active = False # Just to dim.
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2024-07-05 16:59:34 +02:00
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internal_sub.prop(adt, "action_slot_handle", text="handle")
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2024-07-25 17:20:27 +02:00
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if adt.action_slot:
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internal_sub.prop(adt.action_slot, "name", text="Internal Name")
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Anim: Change how names of Bindings work, and how Bindings are created/assigned
This cleans up some of the Animation/Binding API, and adds a distinction
between a binding's "name" and its "display name".
`name`: internal name that is unique within the `Animation`. As such, it
is also the key into the `anim.bindings` collection.
- To ensure the uniqueness, `name` is always prefxed with the ID
identifier, like `OBCube` and `CACamera`.
- A binding that was not created to animate a specific ID will be
called `XXBinding`.
`name_display`: display name that strips the first two characters, so in
the above examples would be `Cube`, `Camera`, and `Binding`.
### RNA setter behaviour
`name`: always sets the name, emitting a warning when the name's prefix
doesn't match the ID type of the Binding. This implicitly changes the
display name (as they are two views into the same string).
`name_display`: sets `name = prefix_for_ID_type + name_display`. So even
when the old name was `QQSomethingWeird`, setting `binding.name_display
= "NewName"` would effectively set `binding.name = "OBNewName"`
(assuming it was already bound to some object earlier).
Bindings now also **always have a name**. Previously it was possible to
create bindings named `""`, but that's no longer possible.
Bindings used to be **renamed automatically** when they were first
assigned, for example from `XXBinding` to `OBCube`. This behaviour has
been removed, as it could potentially cause confusion.
Pull Request: https://projects.blender.org/blender/blender/pulls/120941
2024-04-30 15:51:47 +02:00
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2024-02-23 16:11:06 +01:00
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if adt:
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2024-07-05 16:59:34 +02:00
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col.prop(adt, "action_slot_name", text="ADT Slot Name")
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2024-02-23 16:11:06 +01:00
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else:
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2024-07-05 16:59:34 +02:00
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col.label(text="ADT Slot Name: -")
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2024-02-23 16:11:06 +01:00
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classes = (
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VIEW3D_PT_animation_layers,
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)
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if __name__ == "__main__": # only for live edit.
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register_, _ = bpy.utils.register_classes_factory(classes)
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register_()
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