Add a utility function to add horizontal padding to the left and right of items in UI lists and tree views to make them more consistent with other buttons like menu entries. Pull Request: https://projects.blender.org/blender/blender/pulls/125498
434 lines
14 KiB
Python
434 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.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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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_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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")
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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",
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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_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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