blender/release/ui/buttons_data_modifier.py

433 lines
12 KiB
Python

import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "modifier"
class DATA_PT_modifiers(DataButtonsPanel):
__idname__ = "DATA_PT_modifiers"
__label__ = "Modifiers"
def draw(self, context):
ob = context.object
layout = self.layout
row = layout.row()
row.item_menu_enumO("OBJECT_OT_modifier_add", "type")
row.itemL();
for md in ob.modifiers:
box = layout.template_modifier(md)
if box:
if md.type == 'ARMATURE':
self.armature(box, ob, md)
elif md.type == 'ARRAY':
self.array(box, ob, md)
elif md.type == 'BEVEL':
self.bevel(box, ob, md)
elif md.type == 'BOOLEAN':
self.boolean(box, ob, md)
elif md.type == 'BUILD':
self.build(box, ob, md)
elif md.type == 'CAST':
self.cast(box, ob, md)
elif md.type == 'CLOTH':
self.cloth(box, ob, md)
elif md.type == 'COLLISION':
self.collision(box, ob, md)
elif md.type == 'CURVE':
self.curve(box, ob, md)
elif md.type == 'DECIMATE':
self.decimate(box, ob, md)
elif md.type == 'DISPLACE':
self.displace(box, ob, md)
elif md.type == 'EDGE_SPLIT':
self.edgesplit(box, ob, md)
elif md.type == 'EXPLODE':
self.explode(box, ob, md)
elif md.type == 'FLUID_SIMULATION':
self.fluid(box, ob, md)
elif md.type == 'HOOK':
self.hook(box, ob, md)
elif md.type == 'LATTICE':
self.lattice(box, ob, md)
elif md.type == 'MASK':
self.mask(box, ob, md)
elif md.type == 'MESH_DEFORM':
self.mesh_deform(box, ob, md)
elif md.type == 'MIRROR':
self.mirror(box, ob, md)
elif md.type == 'MULTIRES':
self.multires(box, ob, md)
elif md.type == 'PARTICLE_INSTANCE':
self.particleinstance(box, ob, md)
elif md.type == 'PARTICLE_SYSTEM':
self.particlesystem(box, ob, md)
elif md.type == 'SHRINKWRAP':
self.shrinkwrap(box, ob, md)
elif md.type == 'SIMPLE_DEFORM':
self.simpledeform(box, ob, md)
elif md.type == 'SMOOTH':
self.smooth(box, ob, md)
elif md.type == 'SOFTBODY':
self.softbody(box, ob, md)
elif md.type == 'SUBSURF':
self.subsurf(box, ob, md)
elif md.type == 'SURFACE':
self.surface(box, ob, md)
elif md.type == 'UV_PROJECT':
self.uvproject(box, ob, md)
elif md.type == 'WAVE':
self.wave(box, ob, md)
def armature(self, layout, ob, md):
layout.itemR(md, "object")
row = layout.row()
row.item_pointerR(md, "vertex_group", ob, "vertex_groups")
row.itemR(md, "invert")
flow = layout.column_flow()
flow.itemR(md, "use_vertex_groups", text="Vertex Groups")
flow.itemR(md, "use_bone_envelopes", text="Bone Envelopes")
flow.itemR(md, "quaternion")
flow.itemR(md, "multi_modifier")
def array(self, layout, ob, md):
layout.itemR(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.itemR(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.itemR(md, "length")
elif md.fit_type == 'FIT_CURVE':
layout.itemR(md, "curve")
layout.itemS()
split = layout.split()
col = split.column()
col = col.column()
col.itemR(md, "constant_offset")
colsub = col.column()
colsub.active = md.constant_offset
colsub.itemR(md, "constant_offset_displacement", text="")
col.itemS()
sub = col.row().itemR(md, "merge_adjacent_vertices", text="Merge")
colsub = col.column()
colsub.active = md.merge_adjacent_vertices
colsub.itemR(md, "merge_end_vertices", text="First Last")
colsub.itemR(md, "merge_distance", text="Distance")
col = split.column()
col = col.column()
col.itemR(md, "relative_offset")
colsub = col.column()
colsub.active = md.relative_offset
colsub.itemR(md, "relative_offset_displacement", text="")
col.itemS()
col = col.column()
col.itemR(md, "add_offset_object")
colsub = col.column()
colsub.active = md.add_offset_object
colsub.itemR(md, "offset_object", text="")
layout.itemS()
col = layout.column()
col.itemR(md, "start_cap")
col.itemR(md, "end_cap")
def bevel(self, layout, ob, md):
row = layout.row()
row.itemR(md, "width")
row.itemR(md, "only_vertices")
layout.itemL(text="Limit Method:")
row = layout.row()
row.itemR(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
row = layout.row()
row.itemR(md, "angle")
elif md.limit_method == 'WEIGHT':
row = layout.row()
row.itemR(md, "edge_weight_method", expand=True)
def boolean(self, layout, ob, md):
layout.itemR(md, "operation")
layout.itemR(md, "object")
def build(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "start")
col.itemR(md, "length")
col = split.column()
col.itemR(md, "randomize")
colsub = col.column()
colsub.active = md.randomize
colsub.itemR(md, "seed")
def cast(self, layout, ob, md):
layout.itemR(md, "cast_type")
col = layout.column_flow()
col.itemR(md, "x")
col.itemR(md, "y")
col.itemR(md, "z")
col.itemR(md, "factor")
col.itemR(md, "radius")
col.itemR(md, "size")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
#Missing: "OB" and "From Radius"
def cloth(self, layout, ob, md):
layout.itemL(text="See Cloth panel.")
def collision(self, layout, ob, md):
layout.itemL(text="See Collision panel.")
def curve(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "deform_axis")
def decimate(self, layout, ob, md):
layout.itemR(md, "ratio")
layout.itemR(md, "face_count")
def displace(self, layout, ob, md):
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "texture")
layout.itemR(md, "midlevel")
layout.itemR(md, "strength")
layout.itemR(md, "direction")
layout.itemR(md, "texture_coordinates")
if md.texture_coordinates == 'OBJECT':
layout.itemR(md, "texture_coordinate_object", text="Object")
elif md.texture_coordinates == 'UV' and ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
def edgesplit(self, layout, ob, md):
split = layout.split()
col = split.column()
col.itemR(md, "use_edge_angle", text="Edge Angle")
colsub = col.column()
colsub.active = md.use_edge_angle
colsub.itemR(md, "split_angle")
col = split.column()
col.itemR(md, "use_sharp", text="Sharp Edges")
def explode(self, layout, ob, md):
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "protect")
layout.itemR(md, "split_edges")
layout.itemR(md, "unborn")
layout.itemR(md, "alive")
layout.itemR(md, "dead")
# Missing: "Refresh" and "Clear Vertex Group" ?
def fluid(self, layout, ob, md):
layout.itemL(text="See Fluid panel.")
def hook(self, layout, ob, md):
layout.itemR(md, "falloff")
layout.itemR(md, "force", slider=True)
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
# Missing: "Reset" and "Recenter"
def lattice(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def mask(self, layout, ob, md):
layout.itemR(md, "mode")
if md.mode == 'ARMATURE':
layout.itemR(md, "armature")
elif md.mode == 'VERTEX_GROUP':
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "inverse")
def mesh_deform(self, layout, ob, md):
layout.itemR(md, "object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "invert")
layout.itemS()
layout.itemO("OBJECT_OT_modifier_mdef_bind", text="Bind")
row = layout.row()
row.itemR(md, "precision")
row.itemR(md, "dynamic")
def mirror(self, layout, ob, md):
layout.itemR(md, "merge_limit")
split = layout.split()
sub = split.column()
sub.itemR(md, "x")
sub.itemR(md, "y")
sub.itemR(md, "z")
sub = split.column()
sub.itemL(text="Textures:")
sub.itemR(md, "mirror_u")
sub.itemR(md, "mirror_v")
sub = split.column()
sub.itemR(md, "clip", text="Do Clipping")
sub.itemR(md, "mirror_vertex_groups", text="Vertex Group")
layout.itemR(md, "mirror_object")
def multires(self, layout, ob, md):
layout.itemR(md, "subdivision_type")
layout.itemO("OBJECT_OT_multires_subdivide", text="Subdivide")
layout.itemR(md, "level")
def particleinstance(self, layout, ob, md):
layout.itemR(md, "object")
layout.itemR(md, "particle_system_number")
col = layout.column_flow()
col.itemR(md, "normal")
col.itemR(md, "children")
col.itemR(md, "size")
col.itemR(md, "path")
if md.path:
col.itemR(md, "keep_shape")
col.itemR(md, "unborn")
col.itemR(md, "alive")
col.itemR(md, "dead")
col.itemL(md, "")
if md.path:
col.itemR(md, "axis", text="")
if md.path:
row = layout.row()
row.itemR(md, "position", slider=True)
row.itemR(md, "random_position", text = "Random", slider=True)
def particlesystem(self, layout, ob, md):
layout.itemL(text="See Particle panel.")
def shrinkwrap(self, layout, ob, md):
layout.itemR(md, "target")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "offset")
layout.itemR(md, "subsurf_levels")
layout.itemR(md, "mode")
if md.mode == 'PROJECT':
layout.itemR(md, "subsurf_levels")
layout.itemR(md, "auxiliary_target")
row = layout.row()
row.itemR(md, "x")
row.itemR(md, "y")
row.itemR(md, "z")
col = layout.column_flow()
col.itemR(md, "negative")
col.itemR(md, "positive")
col.itemR(md, "cull_front_faces")
col.itemR(md, "cull_back_faces")
elif md.mode == 'NEAREST_SURFACEPOINT':
layout.itemR(md, "keep_above_surface")
# To-Do: Validate if structs
def simpledeform(self, layout, ob, md):
layout.itemR(md, "mode")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "origin")
layout.itemR(md, "relative")
layout.itemR(md, "factor")
layout.itemR(md, "limits")
if md.mode in ('TAPER', 'STRETCH'):
layout.itemR(md, "lock_x_axis")
layout.itemR(md, "lock_y_axis")
def smooth(self, layout, ob, md):
split = layout.split()
sub = split.column()
sub.itemR(md, "x")
sub.itemR(md, "y")
sub.itemR(md, "z")
sub = split.column()
sub.itemR(md, "factor")
sub.itemR(md, "repeat")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
def softbody(self, layout, ob, md):
layout.itemL(text="See Soft Body panel.")
def subsurf(self, layout, ob, md):
layout.itemR(md, "subdivision_type")
col = layout.column_flow()
col.itemR(md, "levels", text="Preview")
col.itemR(md, "render_levels", text="Render")
col.itemR(md, "optimal_draw", text="Optimal Display")
col.itemR(md, "subsurf_uv")
def surface(self, layout, ob, md):
layout.itemL(text="See Fields panel.")
def uvproject(self, layout, ob, md):
if ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
layout.itemR(md, "projectors")
layout.itemR(md, "image")
layout.itemR(md, "horizontal_aspect_ratio")
layout.itemR(md, "vertical_aspect_ratio")
layout.itemR(md, "override_image")
#"Projectors" don't work.
def wave(self, layout, ob, md):
split = layout.split()
sub = split.column()
sub.itemL(text="Motion:")
sub.itemR(md, "x")
sub.itemR(md, "y")
sub.itemR(md, "cyclic")
sub = split.column()
sub.itemR(md, "normals")
row = sub.row(align=True)
row.active = md.normals
row.itemR(md, "x_normal", text="X", toggle=True)
row.itemR(md, "y_normal", text="Y", toggle=True)
row.itemR(md, "z_normal", text="Z", toggle=True)
col = layout.column_flow()
col.itemR(md, "time_offset")
col.itemR(md, "lifetime")
col.itemR(md, "damping_time")
col.itemR(md, "falloff_radius")
col.itemR(md, "start_position_x")
col.itemR(md, "start_position_y")
layout.itemR(md, "start_position_object")
layout.item_pointerR(md, "vertex_group", ob, "vertex_groups")
layout.itemR(md, "texture")
layout.itemR(md, "texture_coordinates")
if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH':
layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers")
elif md.texture_coordinates == 'OBJECT':
layout.itemR(md, "texture_coordinates_object")
col = layout.column_flow()
col.itemR(md, "speed", slider=True)
col.itemR(md, "height", slider=True)
col.itemR(md, "width", slider=True)
col.itemR(md, "narrowness", slider=True)
bpy.types.register(DATA_PT_modifiers)