blender/release/scripts/startup/bl_ui/properties_data_mesh.py
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00

471 lines
18 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
class MESH_MT_vertex_group_specials(Menu):
bl_label = "Vertex Group Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.operator("object.vertex_group_sort", icon='SORTALPHA', text="Sort by Name").sort_type = 'NAME'
layout.operator("object.vertex_group_sort", icon='ARMATURE_DATA', text="Sort by Bone Hierarchy").sort_type = 'BONE_HIERARCHY'
layout.operator("object.vertex_group_copy", icon='COPY_ID')
layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
layout.operator("object.vertex_group_remove_from", icon='X', text="Remove from All Groups").use_all_groups = True
layout.operator("object.vertex_group_remove_from", icon='X', text="Clear Active Group").use_all_verts = True
layout.operator("object.vertex_group_remove", icon='X', text="Delete All Unlocked Groups").all_unlocked = True
layout.operator("object.vertex_group_remove", icon='X', text="Delete All Groups").all = True
layout.separator()
layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'UNLOCK'
layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT'
class MESH_MT_shape_key_specials(Menu):
bl_label = "Shape Key Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True
layout.operator("object.shape_key_remove", icon='X', text="Delete All Shapes").all = True
layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move To Top").type = 'TOP'
layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move To Bottom").type = 'BOTTOM'
class MESH_UL_vgroups(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.VertexGroup))
vgroup = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_fmaps(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.FaceMap))
fmap = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(fmap, "name", text="", emboss=False, icon_value=icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_shape_keys(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.ShapeKey))
obj = active_data
# key = data
key_block = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
split = layout.split(0.66, False)
split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
row = split.row(align=True)
if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
row.active = False
if not item.id_data.use_relative:
row.prop(key_block, "frame", text="", emboss=False)
elif index > 0:
row.prop(key_block, "value", text="", emboss=False)
else:
row.label(text="")
row.prop(key_block, "mute", text="", emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_uvmaps_vcols(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon_value=icon)
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MeshButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.engine
return context.mesh and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif mesh:
layout.template_ID(space, "pin_id")
class DATA_PT_normals(MeshButtonsPanel, Panel):
bl_label = "Normals"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
mesh = context.mesh
split = layout.split()
col = split.column()
col.prop(mesh, "use_auto_smooth")
sub = col.column()
sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
sub.prop(mesh, "auto_smooth_angle", text="Angle")
split.prop(mesh, "show_double_sided")
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
mesh = context.mesh
layout.prop(mesh, "texture_mesh")
layout.separator()
layout.prop(mesh, "use_auto_texspace")
row = layout.row()
row.column().prop(mesh, "texspace_location", text="Location")
row.column().prop(mesh, "texspace_size", text="Size")
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
bl_label = "Vertex Groups"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
group = ob.vertex_groups.active
rows = 2
if group:
rows = 4
row = layout.row()
row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
props = col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="")
props.all_unlocked = props.all = False
col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.vertex_group_assign", text="Assign")
sub.operator("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.vertex_group_select", text="Select")
sub.operator("object.vertex_group_deselect", text="Deselect")
layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_face_maps(MeshButtonsPanel, Panel):
bl_label = "Face Maps"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
obj = context.object
return (obj and obj.type == 'MESH')
def draw(self, context):
layout = self.layout
ob = context.object
facemap = ob.face_maps.active
rows = 2
if facemap:
rows = 4
row = layout.row()
row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.face_map_add", icon='ZOOMIN', text="")
col.operator("object.face_map_remove", icon='ZOOMOUT', text="")
if facemap:
col.separator()
col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.face_map_assign", text="Assign")
sub.operator("object.face_map_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.face_map_select", text="Select")
sub.operator("object.face_map_deselect", text="Deselect")
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
bl_label = "Shape Keys"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_edit_value = False
if ob.show_only_shape_key is False:
if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
enable_edit_value = True
row = layout.row()
rows = 2
if kb:
rows = 4
row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
col = row.column()
sub = col.column(align=True)
sub.operator("object.shape_key_add", icon='ZOOMIN', text="").from_mix = False
sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="").all = False
sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
if kb:
col.separator()
sub = col.column(align=True)
sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
split = layout.split(percentage=0.4)
row = split.row()
row.enabled = enable_edit
row.prop(key, "use_relative")
row = split.row()
row.alignment = 'RIGHT'
sub = row.row(align=True)
sub.label() # XXX, for alignment only
subsub = sub.row(align=True)
subsub.active = enable_edit_value
subsub.prop(ob, "show_only_shape_key", text="")
sub.prop(ob, "use_shape_key_edit_mode", text="")
sub = row.row()
if key.use_relative:
sub.operator("object.shape_key_clear", icon='X', text="")
else:
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
if key.use_relative:
if ob.active_shape_key_index != 0:
row = layout.row()
row.active = enable_edit_value
row.prop(kb, "value")
split = layout.split()
col = split.column(align=True)
col.active = enable_edit_value
col.label(text="Range:")
col.prop(kb, "slider_min", text="Min")
col.prop(kb, "slider_max", text="Max")
col = split.column(align=True)
col.active = enable_edit_value
col.label(text="Blend:")
col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="")
col.prop_search(kb, "relative_key", key, "key_blocks", text="")
else:
layout.prop(kb, "interpolation")
row = layout.column()
row.active = enable_edit_value
row.prop(key, "eval_time")
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
bl_label = "UV Maps"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list("MESH_UL_uvmaps_vcols", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=1)
col = row.column(align=True)
col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
bl_label = "Vertex Colors"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list("MESH_UL_uvmaps_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=1)
col = row.column(align=True)
col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
class DATA_PT_customdata(MeshButtonsPanel, Panel):
bl_label = "Geometry Data"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
obj = context.object
me = context.mesh
col = layout.column()
col.operator("mesh.customdata_mask_clear", icon='X')
col.operator("mesh.customdata_skin_clear", icon='X')
if me.has_custom_normals:
col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
else:
col.operator("mesh.customdata_custom_splitnormals_add", icon='ZOOMIN')
col = layout.column()
col.enabled = (obj.mode != 'EDIT')
col.prop(me, "use_customdata_vertex_bevel")
col.prop(me, "use_customdata_edge_bevel")
col.prop(me, "use_customdata_edge_crease")
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
_context_path = "object.data"
_property_type = bpy.types.Mesh
classes = (
MESH_MT_vertex_group_specials,
MESH_MT_shape_key_specials,
MESH_UL_vgroups,
MESH_UL_fmaps,
MESH_UL_shape_keys,
MESH_UL_uvmaps_vcols,
DATA_PT_context_mesh,
DATA_PT_normals,
DATA_PT_texture_space,
DATA_PT_vertex_groups,
DATA_PT_face_maps,
DATA_PT_shape_keys,
DATA_PT_uv_texture,
DATA_PT_vertex_colors,
DATA_PT_customdata,
DATA_PT_custom_props_mesh,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)