Relative imports are intentionally avoided in UI code (`scripts/startup/bl_ui`) because it makes it impossible to run individual files in isolation. Common workflow for making mock-ups and quick UI edits is to load the UI file in Blender's text editor with "Edit Source" operator, make changes, and run the script to see the changes. But in the current version it's impossible because files include relative imports, which don't allow Python to run scripts individually. Pull Request: https://projects.blender.org/blender/blender/pulls/138246
438 lines
14 KiB
Python
438 lines
14 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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from bpy.types import Panel, Menu, UIList
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from rna_prop_ui import PropertyPanel
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from bl_ui.space_properties import PropertiesAnimationMixin
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from bl_ui.properties_animviz import (
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MotionPathButtonsPanel,
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MotionPathButtonsPanel_display,
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)
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class ArmatureButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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return context.armature
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class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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arm = context.armature
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif arm:
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layout.template_ID(space, "pin_id")
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class DATA_PT_pose(ArmatureButtonsPanel, Panel):
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bl_label = "Pose"
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def draw(self, context):
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layout = self.layout
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arm = context.armature
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layout.row().prop(arm, "pose_position", expand=True)
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class DATA_PT_display(ArmatureButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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arm = context.armature
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layout.prop(arm, "display_type", text="Display As")
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col = layout.column(heading="Show")
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col.prop(arm, "show_names", text="Names")
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col.prop(arm, "show_bone_custom_shapes", text="Shapes")
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col.prop(arm, "show_bone_colors", text="Bone Colors")
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if ob:
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col.prop(ob, "show_in_front", text="In Front")
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col = layout.column(align=False, heading="Axes")
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row = col.row(align=True)
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row.prop(arm, "show_axes", text="")
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sub = row.row(align=True)
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sub.active = arm.show_axes
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sub.prop(arm, "axes_position", text="Position")
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sub = col.row(align=True)
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sub.prop(arm, "relation_line_position", text="Relations", expand=True)
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class DATA_UL_bone_collections(UIList):
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def draw_item(self, _context, layout, armature, bcoll, _icon, _active_data, _active_propname, _index):
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active_bone = armature.edit_bones.active or armature.bones.active
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has_active_bone = active_bone and bcoll.name in active_bone.collections
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layout.prop(bcoll, "name", text="", emboss=False, icon='DOT' if has_active_bone else 'BLANK1')
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if armature.override_library:
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icon = 'LIBRARY_DATA_OVERRIDE' if bcoll.is_local_override else 'BLANK1'
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layout.prop(bcoll, "is_local_override", text="", emboss=False, icon=icon)
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layout.prop(bcoll, "is_visible", text="", emboss=False, icon='HIDE_OFF' if bcoll.is_visible else 'HIDE_ON')
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class DATA_PT_bone_collections(ArmatureButtonsPanel, Panel):
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bl_label = "Bone Collections"
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def draw(self, context):
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layout = self.layout
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arm = context.armature
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active_bcoll = arm.collections.active
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row = layout.row()
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row.template_bone_collection_tree()
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col = row.column(align=True)
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col.operator("armature.collection_add", icon='ADD', text="")
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col.operator("armature.collection_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("ARMATURE_MT_collection_context_menu", icon='DOWNARROW_HLT', text="")
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if active_bcoll:
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col.separator()
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col.operator("armature.collection_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("armature.collection_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if context.mode in {'POSE', 'EDIT_ARMATURE', 'PAINT_WEIGHT'}:
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("armature.collection_assign", text="Assign")
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sub.operator("armature.collection_unassign", text="Remove")
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sub = row.row(align=True)
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sub.operator("armature.collection_select", text="Select")
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sub.operator("armature.collection_deselect", text="Deselect")
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class ARMATURE_MT_collection_context_menu(Menu):
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bl_label = "Bone Collection Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("armature.collection_show_all")
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layout.operator("armature.collection_unsolo_all")
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layout.separator()
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layout.operator("armature.collection_remove_unused", text="Remove Unused")
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class ARMATURE_MT_collection_tree_context_menu(Menu):
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bl_label = "Bone Collections"
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def draw(self, context):
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layout = self.layout
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arm = context.armature
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active_bcoll_is_locked = arm.collections.active and not arm.collections.active.is_editable
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# The poll function doesn't have access to the parent index property, so
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# it cannot disable this operator depending on whether the parent is
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# editable or not. That means this menu has to do the disabling for it.
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sub = layout.column()
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sub.enabled = not active_bcoll_is_locked
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sub.operator("armature.collection_add", text="Add Bone Collection")
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sub.operator("armature.collection_remove")
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sub.operator("armature.collection_remove_unused", text="Remove Unused Collections")
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layout.separator()
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layout.operator("armature.collection_show_all")
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layout.operator("armature.collection_unsolo_all")
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layout.separator()
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# These operators can be used to assign to a named collection as well, and
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# don't necessarily always use the active bone collection. That means that
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# they have the same limitation as described above.
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sub = layout.column()
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sub.enabled = not active_bcoll_is_locked
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sub.operator("armature.collection_assign", text="Assign Selected Bones")
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sub.operator("armature.collection_unassign", text="Remove Selected Bones")
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layout.separator()
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layout.operator("armature.collection_select", text="Select Bones")
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layout.operator("armature.collection_deselect", text="Deselect Bones")
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layout.separator()
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layout.operator("UI_OT_view_item_rename", text="Rename")
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class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
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bl_label = "Inverse Kinematics"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return ob and ob.pose
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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itasc = ob.pose.ik_param
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layout.prop(ob.pose, "ik_solver")
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if itasc:
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layout.prop(itasc, "mode")
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layout.prop(itasc, "translate_root_bones")
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simulation = (itasc.mode == 'SIMULATION')
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if simulation:
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layout.prop(itasc, "reiteration_method", expand=False)
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col = layout.column()
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col.active = not simulation or itasc.reiteration_method != 'NEVER'
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col.prop(itasc, "precision")
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col.prop(itasc, "iterations")
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if simulation:
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col.prop(itasc, "use_auto_step")
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sub = layout.column(align=True)
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if itasc.use_auto_step:
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sub.prop(itasc, "step_min", text="Steps Min")
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sub.prop(itasc, "step_max", text="Max")
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else:
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sub.prop(itasc, "step_count", text="Steps")
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col.prop(itasc, "solver")
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if simulation:
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col.prop(itasc, "feedback")
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col.prop(itasc, "velocity_max")
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if itasc.solver == 'DLS':
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col.separator()
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col.prop(itasc, "damping_max", text="Damping Max", slider=True)
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col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
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class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
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# bl_label = "Bones Motion Paths"
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bl_options = {'DEFAULT_CLOSED'}
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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# XXX: include pose-mode check?
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return (context.object) and (context.armature)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
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# bl_label = "Bones Motion Paths"
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bl_context = "data"
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bl_parent_id = "DATA_PT_motion_paths"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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# XXX: include pose-mode check?
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return (context.object) and (context.armature)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_armature_animation(ArmatureButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel):
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_animated_id_context_property = "armature"
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class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
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_context_path = "object.data"
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_property_type = bpy.types.Armature
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class DATA_PT_custom_props_bcoll(ArmatureButtonsPanel, PropertyPanel, Panel):
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_context_path = "armature.collections.active"
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_property_type = bpy.types.BoneCollection
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bl_parent_id = "DATA_PT_bone_collections"
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@classmethod
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def poll(cls, context):
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arm = context.armature
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if not arm:
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return False
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is_lib_override = arm.id_data.override_library and arm.id_data.override_library.reference
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if is_lib_override:
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# This is due to a limitation in scripts/modules/rna_prop_ui.py; if that
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# limitation is lifted, this poll function should be adjusted.
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return False
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return arm.collections.active
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# Bone Selection Sets.
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class POSE_MT_selection_sets_context_menu(Menu):
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bl_label = "Selection Sets Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("pose.selection_set_delete_all", icon='X')
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layout.operator("pose.selection_set_remove_bones", icon='X')
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layout.operator("pose.selection_set_copy", icon='COPYDOWN')
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layout.operator("pose.selection_set_paste", icon='PASTEDOWN')
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class POSE_PT_selection_sets(Panel):
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bl_label = "Selection Sets"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object and
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context.object.type == 'ARMATURE' and
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context.object.pose)
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def draw(self, context):
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layout = self.layout
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arm = context.object
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row = layout.row()
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row.enabled = (context.mode == 'POSE')
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# UI list
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rows = 4 if len(arm.selection_sets) > 0 else 1
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row.template_list(
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"POSE_UL_selection_set", "", # type and unique id
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arm, "selection_sets", # pointer to the CollectionProperty
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arm, "active_selection_set", # pointer to the active identifier
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rows=rows
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)
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# add/remove/specials UI list Menu
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col = row.column(align=True)
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col.operator("pose.selection_set_add", icon='ADD', text="")
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col.operator("pose.selection_set_remove", icon='REMOVE', text="")
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col.menu("POSE_MT_selection_sets_context_menu", icon='DOWNARROW_HLT', text="")
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# move up/down arrows
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if len(arm.selection_sets) > 0:
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col.separator()
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col.operator("pose.selection_set_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("pose.selection_set_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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# buttons
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("pose.selection_set_assign", text="Assign")
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sub.operator("pose.selection_set_unassign", text="Remove")
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sub = row.row(align=True)
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sub.operator("pose.selection_set_select", text="Select").selection_set_index = -1
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sub.operator("pose.selection_set_deselect", text="Deselect")
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class POSE_UL_selection_set(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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row = layout.row()
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row.prop(item, "name", text="", emboss=False)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row.prop(item, "is_selected", text="")
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class POSE_MT_selection_set_create(Menu):
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bl_label = "Choose Selection Set"
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def draw(self, _context):
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layout = self.layout
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layout.operator("pose.selection_set_add_and_assign", text="New Selection Set")
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class POSE_MT_selection_sets_select(Menu):
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bl_label = "Select Selection Set"
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@classmethod
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def poll(cls, context):
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return bpy.types.POSE_OT_selection_set_select.poll(context)
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'EXEC_DEFAULT'
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for idx, sel_set in enumerate(context.object.selection_sets):
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props = layout.operator("pose.selection_set_select", text=sel_set.name)
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props.selection_set_index = idx
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classes = (
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DATA_PT_context_arm,
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DATA_PT_pose,
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DATA_PT_bone_collections,
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DATA_UL_bone_collections,
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ARMATURE_MT_collection_context_menu,
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ARMATURE_MT_collection_tree_context_menu,
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DATA_PT_motion_paths,
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DATA_PT_motion_paths_display,
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DATA_PT_display,
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DATA_PT_iksolver_itasc,
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DATA_PT_armature_animation,
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DATA_PT_custom_props_arm,
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DATA_PT_custom_props_bcoll,
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POSE_MT_selection_set_create,
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POSE_MT_selection_sets_context_menu,
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POSE_MT_selection_sets_select,
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POSE_PT_selection_sets,
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POSE_UL_selection_set,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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