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Blender的插件开发-Panel面板
工具栏面板
先创建一个简单的面板。
import bpy class View3DPanel(): bl_space_type = ‘VIEW_3D‘ bl_region_type = ‘TOOLS‘ @classmethod def poll(cls, context): return (context.object is not None) class PanelOne(View3DPanel, bpy.types.Panel): bl_idname = "VIEW3D_PT_test_1" bl_label = "Panel One" def draw(self, context): self.layout.label("Small Class") class PanelTwo(View3DPanel, bpy.types.Panel): bl_idname = "VIEW3D_PT_test_2" bl_label = "Panel Two" def draw(self, context): self.layout.label("Also Small Class") bpy.utils.register_class(PanelOne) bpy.utils.register_class(PanelTwo)
到工具面板栏的"Misc",可以看见创建的面板。
对象属性面板
对象属性面板的一个简单的例子:
import bpy class ObjectSelectPanel(bpy.types.Panel): bl_idname = "OBJECT_PT_select" bl_label = "Select" bl_space_type = ‘PROPERTIES‘ bl_region_type = ‘WINDOW‘ bl_context = "object" bl_options = {‘DEFAULT_CLOSED‘} @classmethod def poll(cls, context): return (context.object is not None) def draw_header(self, context): layout = self.layout obj = context.object layout.prop(obj, "select", text="") def draw(self, context): layout = self.layout obj = context.object row = layout.row() row.prop(obj, "hide_select") row.prop(obj, "hide_render") box = layout.box() box.label("Selection Tools") box.operator("object.select_all").action = ‘TOGGLE‘ row = box.row() row.operator("object.select_all").action = ‘INVERT‘ row.operator("object.select_random") bpy.utils.register_class(ObjectSelectPanel)
面板对象的属性域
对用到的各个域说明如下:
class bpy.types.Panel(bpy_struct) Panel containing UI elements: bl_category Type:string, default “”, (never None) bl_context Type:string, default “”, (never None) The context in which the panel belongs to. (TODO: explain the possible combinations bl_context/bl_region_type/bl_space_type) bl_idname Type:string, default “”, (never None) If this is set, the panel gets a custom ID, otherwise it takes the name of the class used to define the panel. For example, if the class name is “OBJECT_PT_hello”, and bl_idname is not set by the script, then bl_idname = “OBJECT_PT_hello” bl_label Type:string, default “”, (never None) The panel label, shows up in the panel header at the right of the triangle used to collapse the panel。 bl_options Options for this panel type DEFAULT_CLOSED Default Closed, Defines if the panel has to be open or collapsed at the time of its creation. HIDE_HEADER Hide Header, If set to False, the panel shows a header, which contains a clickable arrow to collapse the panel and the label (see bl_label). Type:enum set in {‘DEFAULT_CLOSED’, ‘HIDE_HEADER’}, default {‘DEFAULT_CLOSED’} bl_region_type The region where the panel is going to be used in Type:enum in [‘WINDOW’, ‘HEADER’, ‘CHANNELS’, ‘TEMPORARY’, ‘UI’, ‘TOOLS’, ‘TOOL_PROPS’, ‘PREVIEW’], default ‘WINDOW’ bl_space_type Type:enum in [‘EMPTY’, ‘VIEW_3D’, ‘TIMELINE’, ‘GRAPH_EDITOR’, ‘DOPESHEET_EDITOR’, ‘NLA_EDITOR’, ‘IMAGE_EDITOR’, ‘SEQUENCE_EDITOR’, ‘CLIP_EDITOR’, ‘TEXT_EDITOR’, ‘NODE_EDITOR’, ‘LOGIC_EDITOR’, ‘PROPERTIES’, ‘OUTLINER’, ‘USER_PREFERENCES’, ‘INFO’, ‘FILE_BROWSER’, ‘CONSOLE’], default ‘EMPTY’ 面板的space域是一枚举值,可用的属性值如下: EMPTY:空值。 VIEW_3D:三维视口。 TIMELINE:时间线和回放控制。 GRAPH_EDITOR:Graph编辑器,关键帧编辑。 DOPESHEET_EDITOR:Dope Sheet, 关键帧调节。 NLA_EDITOR:NLA Editor, 合并和层操作。 IMAGE_EDITOR:UV/Image Editor, UV Maps和图像编辑器。 SEQUENCE_EDITOR:视频序列编辑工具。 CLIP_EDITOR:电影剪辑编辑, 动作捕捉编辑。 TEXT_EDITOR:文本编辑器。 NODE_EDITOR:节点编辑器, node-based shading and compositing tools. LOGIC_EDITOR:逻辑编辑器, Game logic editing. PROPERTIES:属性编辑, Edit properties of active object and related datablocks. OUTLINER:Outliner, Overview of scene graph and all available datablocks. USER_PREFERENCES:用户偏好设置, Edit persistent configuration settings. INFO:信息显示窗口, Main menu bar and list of error messages (drag down to expand and display). FILE_BROWSER:文件浏览器, Browse for files and assets. CONSOLE Python控制台, 交互运行和脚本开发. bl_translation_context Type:string, default “*”, (never None) layout Defines the structure of the panel in the UI Type:UILayout, (readonly) text XXX todo Type:string, default “”, (never None) use_pin Type:boolean, default False classmethod poll(context) If this method returns a non-null output, then the panel can be drawn Return type:boolean draw(context) Draw UI elements into the panel UI layout draw_header(context) Draw UI elements into the panel’s header UI layout
通过上面这些参数的灵活运行,可以创建出任何Blender原生系统支持的面板样式。
Blender的插件开发-Panel面板
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