blender/release/ui/buttons_data_mesh.py
Campbell Barton 9f592e4f62 Patch from William
"moving the ID browser into its own panel. Eventually these panels should loose their headers to distinguish them from other, normal panels. Also a few other fixes for bones and armature panels."
2009-07-09 09:07:25 +00:00

233 lines
6.1 KiB
Python

import bpy
class DataButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "data"
def poll(self, context):
return (context.mesh != None)
class DATA_PT_context2(DataButtonsPanel):
__idname__ = "DATA_PT_context2"
__label__ = " "
def poll(self, context):
return (context.object and context.object.type == 'MESH')
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.itemS()
elif mesh:
split.template_ID(space, "pin_id")
split.itemS()
class DATA_PT_mesh(DataButtonsPanel):
__idname__ = "DATA_PT_mesh"
__label__ = "Mesh"
def poll(self, context):
return (context.object and context.object.type == 'MESH')
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
if mesh:
split = layout.split()
col = split.column()
col.itemR(mesh, "autosmooth")
colsub = col.column()
colsub.active = mesh.autosmooth
colsub.itemR(mesh, "autosmooth_angle", text="Angle")
sub = split.column()
sub.itemR(mesh, "vertex_normal_flip")
sub.itemR(mesh, "double_sided")
layout.itemS()
layout.itemR(mesh, "texco_mesh")
class DATA_PT_materials(DataButtonsPanel):
__idname__ = "DATA_PT_materials"
__label__ = "Materials"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'CURVE', 'FONT', 'SURFACE'))
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index")
col = row.column(align=True)
col.itemO("OBJECT_OT_material_slot_add", icon="ICON_ZOOMIN", text="")
col.itemO("OBJECT_OT_material_slot_remove", icon="ICON_ZOOMOUT", text="")
if context.edit_object:
row = layout.row(align=True)
row.itemO("OBJECT_OT_material_slot_assign", text="Assign")
row.itemO("OBJECT_OT_material_slot_select", text="Select")
row.itemO("OBJECT_OT_material_slot_deselect", text="Deselect")
"""
layout.itemS()
box= layout.box()
row = box.row()
row.template_list(ob, "materials", ob, "active_material_index", compact=True)
subrow = row.row(align=True)
subrow.itemO("OBJECT_OT_material_slot_add", icon="ICON_ZOOMIN", text="")
subrow.itemO("OBJECT_OT_material_slot_remove", icon="ICON_ZOOMOUT", text="")
"""
class DATA_PT_vertex_groups(DataButtonsPanel):
__idname__ = "DATA_PT_vertex_groups"
__label__ = "Vertex Groups"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
row = layout.row()
row.template_list(ob, "vertex_groups", ob, "active_vertex_group_index")
col = row.column(align=True)
col.itemO("OBJECT_OT_vertex_group_add", icon="ICON_ZOOMIN", text="")
col.itemO("OBJECT_OT_vertex_group_remove", icon="ICON_ZOOMOUT", text="")
col.itemO("OBJECT_OT_vertex_group_copy", icon="ICON_BLANK1", text="")
if ob.data.users > 1:
col.itemO("OBJECT_OT_vertex_group_copy_to_linked", icon="ICON_BLANK1", text="")
if context.edit_object:
row = layout.row(align=True)
row.itemO("OBJECT_OT_vertex_group_assign", text="Assign")
row.itemO("OBJECT_OT_vertex_group_remove_from", text="Remove")
row.itemO("OBJECT_OT_vertex_group_select", text="Select")
row.itemO("OBJECT_OT_vertex_group_deselect", text="Deselect")
layout.itemR(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_shape_keys(DataButtonsPanel):
__idname__ = "DATA_PT_shape_keys"
__label__ = "Shape Keys"
def poll(self, context):
return (context.object and context.object.type in ('MESH', 'LATTICE'))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
row = layout.row()
row.template_list(key, "keys", ob, "active_shape_key_index")
col = row.column()
subcol = col.column(align=True)
subcol.itemO("OBJECT_OT_shape_key_add", icon="ICON_ZOOMIN", text="")
subcol.itemO("OBJECT_OT_shape_key_remove", icon="ICON_ZOOMOUT", text="")
if kb:
col.itemS()
subcol = col.column(align=True)
subcol.itemR(ob, "shape_key_lock", icon="ICON_PINNED", text="")
subcol.itemR(kb, "mute", icon="ICON_MUTE_IPO_ON", text="")
if key.relative:
row = layout.row()
row.itemR(key, "relative")
row.itemL()
if ob.active_shape_key_index != 0:
if not ob.shape_key_lock:
row = layout.row(align=True)
row.itemR(kb, "value", text="")
row.itemR(kb, "slider_min", text="Min")
row.itemR(kb, "slider_max", text="Max")
row = layout.row()
row.item_pointerR(kb, "vertex_group", ob, "vertex_groups", text="")
row.item_pointerR(kb, "relative_key", key, "keys", text="")
else:
row = layout.row()
row.itemR(key, "relative")
row.itemR(key, "slurph")
if context.edit_object:
layout.enabled = False
class DATA_PT_uv_texture(DataButtonsPanel):
__idname__ = "DATA_PT_uv_texture"
__label__ = "UV Texture"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
row.template_list(me, "uv_textures", me, "active_uv_texture_index")
col = row.column(align=True)
col.itemO("MESH_OT_uv_texture_add", icon="ICON_ZOOMIN", text="")
col.itemO("MESH_OT_uv_texture_remove", icon="ICON_ZOOMOUT", text="")
class DATA_PT_vertex_colors(DataButtonsPanel):
__idname__ = "DATA_PT_vertex_colors"
__label__ = "Vertex Colors"
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
row.template_list(me, "vertex_colors", me, "active_vertex_color_index")
col = row.column(align=True)
col.itemO("MESH_OT_vertex_color_add", icon="ICON_ZOOMIN", text="")
col.itemO("MESH_OT_vertex_color_remove", icon="ICON_ZOOMOUT", text="")
bpy.types.register(DATA_PT_context2)
bpy.types.register(DATA_PT_mesh)
bpy.types.register(DATA_PT_materials)
bpy.types.register(DATA_PT_vertex_groups)
bpy.types.register(DATA_PT_shape_keys)
bpy.types.register(DATA_PT_uv_texture)
bpy.types.register(DATA_PT_vertex_colors)