# 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.space_properties import PropertiesAnimationMixin 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() row.template_bone_collection_tree() col = row.column(align=True) col.operator("armature.collection_add", icon='ADD', text="") col.operator("armature.collection_remove", icon='REMOVE', text="") col.separator() col.menu("ARMATURE_MT_collection_context_menu", icon='DOWNARROW_HLT', 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' if context.mode in {'POSE', 'EDIT_ARMATURE', 'PAINT_WEIGHT'}: 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 layout.operator("armature.collection_show_all") layout.operator("armature.collection_unsolo_all") layout.separator() layout.operator("armature.collection_remove_unused", text="Remove Unused") class ARMATURE_MT_collection_tree_context_menu(Menu): bl_label = "Bone Collections" def draw(self, context): layout = self.layout arm = context.armature active_bcoll_is_locked = arm.collections.active and not arm.collections.active.is_editable # The poll function doesn't have access to the parent index property, so # it cannot disable this operator depending on whether the parent is # editable or not. That means this menu has to do the disabling for it. sub = layout.column() sub.enabled = not active_bcoll_is_locked sub.operator("armature.collection_add", text="Add Bone Collection") sub.operator("armature.collection_remove") sub.operator("armature.collection_remove_unused", text="Remove Unused Collections") layout.separator() layout.operator("armature.collection_show_all") layout.operator("armature.collection_unsolo_all") layout.separator() # These operators can be used to assign to a named collection as well, and # don't necessarily always use the active bone collection. That means that # they have the same limitation as described above. sub = layout.column() sub.enabled = not active_bcoll_is_locked sub.operator("armature.collection_assign", text="Assign Selected Bones") sub.operator("armature.collection_unassign", text="Remove Selected Bones") layout.separator() layout.operator("armature.collection_select", text="Select Bones") layout.operator("armature.collection_deselect", text="Deselect Bones") layout.separator() layout.operator("UI_OT_view_item_rename", text="Rename") 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_armature_animation(ArmatureButtonsPanel, PropertiesAnimationMixin, PropertyPanel, Panel): _animated_id_context_property = "armature" class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel): _context_path = "object.data" _property_type = bpy.types.Armature class DATA_PT_custom_props_bcoll(ArmatureButtonsPanel, PropertyPanel, Panel): _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 # Bone Selection Sets. class POSE_MT_selection_sets_context_menu(Menu): bl_label = "Selection Sets Specials" def draw(self, context): layout = self.layout layout.operator("pose.selection_set_delete_all", icon='X') layout.operator("pose.selection_set_remove_bones", icon='X') layout.operator("pose.selection_set_copy", icon='COPYDOWN') layout.operator("pose.selection_set_paste", icon='PASTEDOWN') class POSE_PT_selection_sets(Panel): bl_label = "Selection Sets" bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object return ( (ob is not None) and (ob.type == 'ARMATURE') and (ob.pose is not None) ) def draw(self, context): layout = self.layout arm = context.object row = layout.row() row.enabled = (context.mode == 'POSE') # UI list rows = 4 if len(arm.selection_sets) > 0 else 1 row.template_list( "POSE_UL_selection_set", "", # type and unique id arm, "selection_sets", # pointer to the CollectionProperty arm, "active_selection_set", # pointer to the active identifier rows=rows ) # add/remove/specials UI list Menu col = row.column(align=True) col.operator("pose.selection_set_add", icon='ADD', text="") col.operator("pose.selection_set_remove", icon='REMOVE', text="") col.menu("POSE_MT_selection_sets_context_menu", icon='DOWNARROW_HLT', text="") # move up/down arrows if len(arm.selection_sets) > 0: col.separator() col.operator("pose.selection_set_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("pose.selection_set_move", icon='TRIA_DOWN', text="").direction = 'DOWN' # buttons row = layout.row() sub = row.row(align=True) sub.operator("pose.selection_set_assign", text="Assign") sub.operator("pose.selection_set_unassign", text="Remove") sub = row.row(align=True) sub.operator("pose.selection_set_select", text="Select").selection_set_index = -1 sub.operator("pose.selection_set_deselect", text="Deselect") class POSE_UL_selection_set(UIList): def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index): row = layout.row() row.prop(item, "name", text="", emboss=False) row.prop(item, "is_selected", text="") class POSE_MT_selection_set_create(Menu): bl_label = "Choose Selection Set" def draw(self, _context): layout = self.layout layout.operator("pose.selection_set_add_and_assign", text="New Selection Set") class POSE_MT_selection_sets_select(Menu): bl_label = "Select Selection Set" @classmethod def poll(cls, context): return bpy.types.POSE_OT_selection_set_select.poll(context) def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_DEFAULT' for idx, sel_set in enumerate(context.object.selection_sets): props = layout.operator("pose.selection_set_select", text=sel_set.name) props.selection_set_index = idx classes = ( DATA_PT_context_arm, DATA_PT_pose, DATA_PT_bone_collections, DATA_UL_bone_collections, ARMATURE_MT_collection_context_menu, ARMATURE_MT_collection_tree_context_menu, DATA_PT_motion_paths, DATA_PT_motion_paths_display, DATA_PT_display, DATA_PT_iksolver_itasc, DATA_PT_armature_animation, DATA_PT_custom_props_arm, DATA_PT_custom_props_bcoll, POSE_MT_selection_set_create, POSE_MT_selection_sets_context_menu, POSE_MT_selection_sets_select, POSE_PT_selection_sets, POSE_UL_selection_set, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)