138c9dba9b
This is the core code for it, tools (datatransfer and modifier) will come in next commits). RNA api is already there, though. See the code for details, but basically, we define, for each 'smooth fan' (which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal), a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store custom normal as two angular factors inside that space. This allows to have custom normals 'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer. Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals, and be converted back into storage format at the end. Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can be rather heavy with high poly meshes. Also, bumping subversion, and fix mess in 2.70 versioning code.
396 lines
15 KiB
Python
396 lines
15 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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class MESH_MT_vertex_group_specials(Menu):
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bl_label = "Vertex Group Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.vertex_group_sort", icon='SORTALPHA', text="Sort by Name").sort_type = "NAME"
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layout.operator("object.vertex_group_sort", icon='ARMATURE_DATA', text="Sort by Bone Hierarchy").sort_type = "BONE_HIERARCHY"
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layout.operator("object.vertex_group_copy", icon='COPY_ID')
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layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
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layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
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layout.operator("object.vertex_group_remove_from", icon='X', text="Remove from All Groups").use_all_groups = True
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layout.operator("object.vertex_group_remove_from", icon='X', text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", icon='X', text="Delete All Groups").all = True
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layout.separator()
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
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layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'UNLOCK'
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layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT'
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class MESH_MT_shape_key_specials(Menu):
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bl_label = "Shape Key Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
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layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
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layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True
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layout.operator("object.shape_key_remove", icon='X', text="Delete All Shapes").all = True
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move To Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move To Bottom").type = 'BOTTOM'
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class MESH_UL_vgroups(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.VertexGroup))
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_shape_keys(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.ShapeKey))
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obj = active_data
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# key = data
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key_block = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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split = layout.split(0.66, False)
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split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
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row = split.row(align=True)
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if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
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row.active = False
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if not item.id_data.use_relative:
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row.prop(key_block, "frame", text="", emboss=False)
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elif index > 0:
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row.prop(key_block, "value", text="", emboss=False)
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else:
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row.label(text="")
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row.prop(key_block, "mute", text="", emboss=False)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_uvmaps_vcols(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon_value=icon)
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MeshButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_normals(MeshButtonsPanel, Panel):
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bl_label = "Normals"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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split = layout.split()
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col = split.column()
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col.prop(mesh, "use_auto_smooth")
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sub = col.column()
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sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
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sub.prop(mesh, "auto_smooth_angle", text="Angle")
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split.prop(mesh, "show_double_sided")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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row = layout.row()
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row.column().prop(mesh, "texspace_location", text="Location")
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row.column().prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 2
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if group:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
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col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="").all = False
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col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign")
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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engine = context.scene.render.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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if ob.show_only_shape_key is False:
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if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
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enable_edit_value = True
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row = layout.row()
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rows = 2
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if kb:
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rows = 4
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row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("object.shape_key_add", icon='ZOOMIN', text="").from_mix = False
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sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="").all = False
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sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(percentage=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_edit_value
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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split = layout.split()
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Range:")
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col.prop(kb, "slider_min", text="Min")
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col.prop(kb, "slider_max", text="Max")
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Blend:")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps_vcols", "uvmaps", me, "uv_textures", me.uv_textures, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
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col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
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class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
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bl_label = "Vertex Colors"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
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col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
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class DATA_PT_customdata(MeshButtonsPanel, Panel):
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bl_label = "Geometry Data"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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obj = context.object
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me = context.mesh
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col = layout.column()
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col.operator("mesh.customdata_clear_mask", icon='X')
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col.operator("mesh.customdata_clear_skin", icon='X')
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if me.has_custom_normals:
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col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
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else:
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col.operator("mesh.customdata_custom_splitnormals_add", icon='ZOOMIN')
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col = layout.column()
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col.enabled = (obj.mode != 'EDIT')
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col.prop(me, "use_customdata_vertex_bevel")
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col.prop(me, "use_customdata_edge_bevel")
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col.prop(me, "use_customdata_edge_crease")
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class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "object.data"
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_property_type = bpy.types.Mesh
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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