# SPDX-FileCopyrightText: 2009-2023 Blender Authors # # SPDX-License-Identifier: GPL-2.0-or-later import bpy from bpy.types import Panel, Menu, UIList from rna_prop_ui import PropertyPanel from bl_ui.properties_animviz import ( MotionPathButtonsPanel, MotionPathButtonsPanel_display, ) class ArmatureButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" @classmethod def poll(cls, context): return context.armature class DATA_PT_context_arm(ArmatureButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} def draw(self, context): layout = self.layout ob = context.object arm = context.armature space = context.space_data if ob: layout.template_ID(ob, "data") elif arm: layout.template_ID(space, "pin_id") class DATA_PT_pose(ArmatureButtonsPanel, Panel): bl_label = "Pose" def draw(self, context): layout = self.layout arm = context.armature layout.row().prop(arm, "pose_position", expand=True) class DATA_PT_display(ArmatureButtonsPanel, Panel): bl_label = "Viewport Display" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout layout.use_property_split = True ob = context.object arm = context.armature layout.prop(arm, "display_type", text="Display As") col = layout.column(heading="Show") col.prop(arm, "show_names", text="Names") col.prop(arm, "show_bone_custom_shapes", text="Shapes") col.prop(arm, "show_bone_colors", text="Bone Colors") if ob: col.prop(ob, "show_in_front", text="In Front") col = layout.column(align=False, heading="Axes") row = col.row(align=True) row.prop(arm, "show_axes", text="") sub = row.row(align=True) sub.active = arm.show_axes sub.prop(arm, "axes_position", text="Position") sub = col.row(align=True) sub.prop(arm, "relation_line_position", text="Relations", expand=True) class DATA_UL_bone_collections(UIList): def draw_item(self, _context, layout, armature, bcoll, _icon, _active_data, _active_propname, _index): active_bone = armature.edit_bones.active or armature.bones.active has_active_bone = active_bone and bcoll.name in active_bone.collections layout.prop(bcoll, "name", text="", emboss=False, icon='DOT' if has_active_bone else 'BLANK1') if armature.override_library: icon = 'LIBRARY_DATA_OVERRIDE' if bcoll.is_local_override else 'BLANK1' layout.prop( bcoll, "is_local_override", text="", emboss=False, icon=icon) layout.prop(bcoll, "is_visible", text="", emboss=False, icon='HIDE_OFF' if bcoll.is_visible else 'HIDE_ON') class DATA_PT_bone_collections(ArmatureButtonsPanel, Panel): bl_label = "Bone Collections" def draw(self, context): layout = self.layout arm = context.armature active_bcoll = arm.collections.active row = layout.row() rows = 1 if active_bcoll: rows = 4 row.template_list( "DATA_UL_bone_collections", "collections", arm, "collections", arm.collections, "active_index", rows=rows, ) col = row.column(align=True) col.operator("armature.collection_add", icon='ADD', text="") col.operator("armature.collection_remove", icon='REMOVE', text="") if active_bcoll: col.separator() col.operator("armature.collection_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("armature.collection_move", icon='TRIA_DOWN', text="").direction = 'DOWN' col.separator() col.menu("ARMATURE_MT_collection_context_menu", icon='DOWNARROW_HLT', text="") row = layout.row() sub = row.row(align=True) sub.operator("armature.collection_assign", text="Assign") sub.operator("armature.collection_unassign", text="Remove") sub = row.row(align=True) sub.operator("armature.collection_select", text="Select") sub.operator("armature.collection_deselect", text="Deselect") class ARMATURE_MT_collection_context_menu(Menu): bl_label = "Bone Collection Specials" def draw(self, context): layout = self.layout arm = context.armature active_bcoll = arm.collections.active props = layout.operator("armature.collection_solo_visibility") props.name = active_bcoll.name if active_bcoll else "" layout.operator("armature.collection_show_all") class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel): bl_label = "Inverse Kinematics" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object return ob and ob.pose def draw(self, context): layout = self.layout layout.use_property_split = True ob = context.object itasc = ob.pose.ik_param layout.prop(ob.pose, "ik_solver") if itasc: layout.prop(itasc, "mode") layout.prop(itasc, "translate_root_bones") simulation = (itasc.mode == 'SIMULATION') if simulation: layout.prop(itasc, "reiteration_method", expand=False) col = layout.column() col.active = not simulation or itasc.reiteration_method != 'NEVER' col.prop(itasc, "precision") col.prop(itasc, "iterations") if simulation: col.prop(itasc, "use_auto_step") sub = layout.column(align=True) if itasc.use_auto_step: sub.prop(itasc, "step_min", text="Steps Min") sub.prop(itasc, "step_max", text="Max") else: sub.prop(itasc, "step_count", text="Steps") col.prop(itasc, "solver") if simulation: col.prop(itasc, "feedback") col.prop(itasc, "velocity_max") if itasc.solver == 'DLS': col.separator() col.prop(itasc, "damping_max", text="Damping Max", slider=True) col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True) class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel): # bl_label = "Bones Motion Paths" bl_options = {'DEFAULT_CLOSED'} bl_context = "data" @classmethod def poll(cls, context): # XXX: include pose-mode check? return (context.object) and (context.armature) def draw(self, context): # layout = self.layout ob = context.object avs = ob.pose.animation_visualization pchan = context.active_pose_bone mpath = pchan.motion_path if pchan else None self.draw_settings(context, avs, mpath, bones=True) class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel): # bl_label = "Bones Motion Paths" bl_context = "data" bl_parent_id = "DATA_PT_motion_paths" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): # XXX: include pose-mode check? return (context.object) and (context.armature) def draw(self, context): # layout = self.layout ob = context.object avs = ob.pose.animation_visualization pchan = context.active_pose_bone mpath = pchan.motion_path if pchan else None self.draw_settings(context, avs, mpath, bones=True) class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} _context_path = "object.data" _property_type = bpy.types.Armature class DATA_PT_custom_props_bcoll(ArmatureButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} _context_path = "armature.collections.active" _property_type = bpy.types.BoneCollection bl_parent_id = "DATA_PT_bone_collections" @classmethod def poll(cls, context): arm = context.armature if not arm: return False is_lib_override = arm.id_data.override_library and arm.id_data.override_library.reference if is_lib_override: # This is due to a limitation in scripts/modules/rna_prop_ui.py; if that # limitation is lifted, this poll function should be adjusted. return False return arm.collections.active classes = ( DATA_PT_context_arm, DATA_PT_pose, DATA_PT_bone_collections, DATA_UL_bone_collections, ARMATURE_MT_collection_context_menu, DATA_PT_motion_paths, DATA_PT_motion_paths_display, DATA_PT_display, DATA_PT_iksolver_itasc, DATA_PT_custom_props_arm, DATA_PT_custom_props_bcoll, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)