blender/release/scripts/ui/space_view3d.py

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# ##### 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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
class VIEW3D_HT_header(bpy.types.Header):
bl_space_type = 'VIEW_3D'
def draw(self, context):
layout = self.layout
view = context.space_data
mode_string = context.mode
edit_object = context.edit_object
obj = context.active_object
toolsettings = context.tool_settings
row = layout.row(align=True)
row.template_header()
# Menus
if context.area.show_menus:
sub = row.row(align=True)
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sub.menu("VIEW3D_MT_view")
# Select Menu
if mode_string not in ('EDIT_TEXT', 'SCULPT', 'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'):
sub.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if edit_object:
sub.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
elif obj:
if mode_string not in ('PAINT_TEXTURE'):
sub.menu("VIEW3D_MT_%s" % mode_string.lower())
else:
sub.menu("VIEW3D_MT_object")
row = layout.row()
row.template_header_3D()
# do in C for now since these buttons cant be both toggle AND exclusive.
'''
if obj and obj.mode == 'EDIT' and obj.type == 'MESH':
row_sub = row.row(align=True)
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row_sub.prop(toolsettings, "mesh_select_mode", text="", index=0, icon='VERTEXSEL')
row_sub.prop(toolsettings, "mesh_select_mode", text="", index=1, icon='EDGESEL')
row_sub.prop(toolsettings, "mesh_select_mode", text="", index=2, icon='FACESEL')
'''
if obj:
# Particle edit
if obj.mode == 'PARTICLE_EDIT':
row.prop(toolsettings.particle_edit, "select_mode", text="", expand=True, toggle=True)
# Occlude geometry
if view.viewport_shade in ('SOLID', 'SHADED', 'TEXTURED') and (obj.mode == 'PARTICLE_EDIT' or (obj.mode == 'EDIT' and obj.type == 'MESH')):
row.prop(view, "use_occlude_geometry", text="")
# Proportional editing
if obj.mode in ('EDIT', 'PARTICLE_EDIT'):
row = layout.row(align=True)
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row.prop(toolsettings, "proportional_edit", text="", icon_only=True)
if toolsettings.proportional_edit != 'DISABLED':
row.prop(toolsettings, "proportional_edit_falloff", text="", icon_only=True)
elif obj.mode == 'OBJECT':
row = layout.row(align=True)
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row.prop(toolsettings, "use_proportional_edit_objects", text="", icon_only=True)
if toolsettings.use_proportional_edit_objects:
row.prop(toolsettings, "proportional_edit_falloff", text="", icon_only=True)
# Snap
row = layout.row(align=True)
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row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_element", text="", icon_only=True)
if toolsettings.snap_element != 'INCREMENT':
row.prop(toolsettings, "snap_target", text="")
if obj and obj.mode == 'OBJECT':
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row.prop(toolsettings, "use_snap_align_rotation", text="")
if toolsettings.snap_element == 'VOLUME':
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row.prop(toolsettings, "use_snap_peel_object", text="")
elif toolsettings.snap_element == 'FACE':
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row.prop(toolsettings, "use_snap_project", text="")
# OpenGL render
row = layout.row(align=True)
row.operator("render.opengl", text="", icon='RENDER_STILL')
props = row.operator("render.opengl", text="", icon='RENDER_ANIMATION')
props.animation = True
# Pose
if obj and obj.mode == 'POSE':
row = layout.row(align=True)
row.operator("pose.copy", text="", icon='COPYDOWN')
row.operator("pose.paste", text="", icon='PASTEDOWN')
props = row.operator("pose.paste", text="", icon='PASTEFLIPDOWN')
props.flipped = 1
# ********** Menu **********
# ********** Utilities **********
class ShowHideMenu():
bl_label = "Show/Hide"
_operator_name = ""
def draw(self, context):
layout = self.layout
layout.operator("%s.reveal" % self._operator_name, text="Show Hidden")
layout.operator("%s.hide" % self._operator_name, text="Hide Selected")
layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True
class VIEW3D_MT_transform(bpy.types.Menu):
bl_label = "Transform"
# TODO: get rid of the custom text strings?
def draw(self, context):
layout = self.layout
layout.operator("transform.translate", text="Grab/Move")
# TODO: sub-menu for grab per axis
layout.operator("transform.rotate", text="Rotate")
# TODO: sub-menu for rot per axis
layout.operator("transform.resize", text="Scale")
# TODO: sub-menu for scale per axis
layout.separator()
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.shear", text="Shear")
layout.operator("transform.warp", text="Warp")
layout.operator("transform.push_pull", text="Push/Pull")
if context.edit_object and context.edit_object.type == 'ARMATURE':
layout.operator("armature.align")
else:
layout.operator_context = 'EXEC_REGION_WIN'
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layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN' # XXX see alignmenu() in edit.c of b2.4x to get this working
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("object.origin_set", text="Geometry to Origin").type = 'GEOMETRY_ORIGIN'
layout.operator("object.origin_set", text="Origin to Geometry").type = 'ORIGIN_GEOMETRY'
layout.operator("object.origin_set", text="Origin to 3D Cursor").type = 'ORIGIN_CURSOR'
class VIEW3D_MT_mirror(bpy.types.Menu):
bl_label = "Mirror"
def draw(self, context):
layout = self.layout
layout.operator("transform.mirror", text="Interactive Mirror")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("transform.mirror", text="X Global")
props.constraint_axis = (True, False, False)
props.constraint_orientation = 'GLOBAL'
props = layout.operator("transform.mirror", text="Y Global")
props.constraint_axis = (False, True, False)
props.constraint_orientation = 'GLOBAL'
props = layout.operator("transform.mirror", text="Z Global")
props.constraint_axis = (False, False, True)
props.constraint_orientation = 'GLOBAL'
if context.edit_object:
layout.separator()
props = layout.operator("transform.mirror", text="X Local")
props.constraint_axis = (True, False, False)
props.constraint_orientation = 'LOCAL'
props = layout.operator("transform.mirror", text="Y Local")
props.constraint_axis = (False, True, False)
props.constraint_orientation = 'LOCAL'
props = layout.operator("transform.mirror", text="Z Local")
props.constraint_axis = (False, False, True)
props.constraint_orientation = 'LOCAL'
layout.operator("object.vertex_group_mirror")
class VIEW3D_MT_snap(bpy.types.Menu):
bl_label = "Snap"
def draw(self, context):
layout = self.layout
layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid")
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor")
layout.separator()
layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected")
layout.operator("view3d.snap_cursor_to_center", text="Cursor to Center")
layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active")
class VIEW3D_MT_uv_map(bpy.types.Menu):
bl_label = "UV Mapping"
def draw(self, context):
layout = self.layout
layout.operator("uv.unwrap")
layout.operator("uv.cube_project")
layout.operator("uv.cylinder_project")
layout.operator("uv.sphere_project")
layout.operator("uv.project_from_view")
layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True
layout.separator()
layout.operator("uv.reset")
# ********** View menus **********
class VIEW3D_MT_view(bpy.types.Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("view3d.properties", icon='MENU_PANEL')
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layout.operator("view3d.toolshelf", icon='MENU_PANEL')
layout.separator()
layout.operator("view3d.viewnumpad", text="Camera").type = 'CAMERA'
layout.operator("view3d.viewnumpad", text="Top").type = 'TOP'
layout.operator("view3d.viewnumpad", text="Bottom").type = 'BOTTOM'
layout.operator("view3d.viewnumpad", text="Front").type = 'FRONT'
layout.operator("view3d.viewnumpad", text="Back").type = 'BACK'
layout.operator("view3d.viewnumpad", text="Right").type = 'RIGHT'
layout.operator("view3d.viewnumpad", text="Left").type = 'LEFT'
layout.menu("VIEW3D_MT_view_cameras", text="Cameras")
layout.separator()
layout.operator("view3d.view_persportho")
layout.separator()
layout.menu("VIEW3D_MT_view_navigation")
layout.menu("VIEW3D_MT_view_align")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("view3d.clip_border", text="Clipping Border...")
layout.operator("view3d.zoom_border", text="Zoom Border...")
layout.separator()
layout.operator("view3d.layers", text="Show All Layers").nr = 0
layout.separator()
layout.operator("view3d.localview", text="View Global/Local")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_all")
layout.separator()
layout.operator("screen.animation_play", text="Playback Animation")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.region_quadview")
layout.operator("screen.screen_full_area")
class VIEW3D_MT_view_navigation(bpy.types.Menu):
bl_label = "Navigation"
def draw(self, context):
layout = self.layout
layout.operator_enums("view3d.view_orbit", "type")
layout.separator()
layout.operator_enums("view3d.view_pan", "type")
layout.separator()
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layout.operator("view3d.zoom", text="Zoom In").delta = 1
layout.operator("view3d.zoom", text="Zoom Out").delta = -1
layout.separator()
layout.operator("view3d.fly")
class VIEW3D_MT_view_align(bpy.types.Menu):
bl_label = "Align View"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_view_align_selected")
layout.separator()
layout.operator("view3d.view_all", text="Center Cursor and View All").center = True
layout.operator("view3d.camera_to_view", text="Align Active Camera to View")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_center_cursor")
class VIEW3D_MT_view_align_selected(bpy.types.Menu):
bl_label = "Align View to Selected"
def draw(self, context):
layout = self.layout
props = layout.operator("view3d.viewnumpad", text="Top")
props.align_active = True
props.type = 'TOP'
props = layout.operator("view3d.viewnumpad", text="Bottom")
props.align_active = True
props.type = 'BOTTOM'
props = layout.operator("view3d.viewnumpad", text="Front")
props.align_active = True
props.type = 'FRONT'
props = layout.operator("view3d.viewnumpad", text="Back")
props.align_active = True
props.type = 'BACK'
props = layout.operator("view3d.viewnumpad", text="Right")
props.align_active = True
props.type = 'RIGHT'
props = layout.operator("view3d.viewnumpad", text="Left")
props.align_active = True
props.type = 'LEFT'
class VIEW3D_MT_view_cameras(bpy.types.Menu):
bl_label = "Cameras"
def draw(self, context):
layout = self.layout
layout.operator("view3d.object_as_camera")
layout.operator("view3d.viewnumpad", text="Active Camera").type = 'CAMERA'
# ********** Select menus, suffix from context.mode **********
class VIEW3D_MT_select_object(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("object.select_all", text="Select/Deselect All")
layout.operator("object.select_inverse", text="Inverse")
layout.operator("object.select_random", text="Random")
layout.operator("object.select_mirror", text="Mirror")
layout.operator("object.select_by_layer", text="Select All by Layer")
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
layout.operator("object.select_camera", text="Select Camera")
layout.separator()
layout.operator_menu_enum("object.select_grouped", "type", text="Grouped")
layout.operator_menu_enum("object.select_linked", "type", text="Linked")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_pose(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("pose.select_all", text="Select/Deselect All")
layout.operator("pose.select_inverse", text="Inverse")
layout.operator("pose.select_constraint_target", text="Constraint Target")
layout.operator("pose.select_linked", text="Linked")
layout.separator()
layout.operator("pose.select_hierarchy", text="Parent").direction = 'PARENT'
layout.operator("pose.select_hierarchy", text="Child").direction = 'CHILD'
layout.separator()
props = layout.operator("pose.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.separator()
layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped")
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layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_particle(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("particle.select_all", text="Select/Deselect All")
layout.operator("particle.select_linked")
layout.operator("particle.select_inverse")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_roots", text="Roots")
layout.operator("particle.select_tips", text="Tips")
class VIEW3D_MT_select_edit_mesh(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("mesh.select_all", text="Select/Deselect All")
layout.operator("mesh.select_inverse", text="Inverse")
layout.separator()
layout.operator("mesh.select_random", text="Random")
layout.operator("mesh.select_nth", text="Every N Number of Verts")
layout.operator("mesh.edges_select_sharp", text="Sharp Edges")
layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces")
layout.operator("mesh.faces_select_interior", text="Interior Faces")
layout.operator("mesh.select_axis", text="Side of Active")
layout.separator()
layout.operator("mesh.select_by_number_vertices", text="Triangles").type = 'TRIANGLES'
layout.operator("mesh.select_by_number_vertices", text="Quads").type = 'QUADS'
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if context.scene.tool_settings.mesh_select_mode[2] == False:
layout.operator("mesh.select_non_manifold", text="Non Manifold")
layout.operator("mesh.select_by_number_vertices", text="Loose Verts/Edges").type = 'OTHER'
layout.operator("mesh.select_similar", text="Similar")
layout.separator()
layout.operator("mesh.select_less", text="Less")
layout.operator("mesh.select_more", text="More")
layout.separator()
layout.operator("mesh.select_mirror", text="Mirror")
layout.operator("mesh.select_linked", text="Linked")
layout.operator("mesh.select_vertex_path", text="Vertex Path")
layout.operator("mesh.loop_multi_select", text="Edge Loop")
layout.operator("mesh.loop_multi_select", text="Edge Ring").ring = True
layout.separator()
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_select_edit_curve(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_all", text="Select/Deselect All")
layout.operator("curve.select_inverse")
layout.operator("curve.select_random")
layout.operator("curve.select_nth", text="Every Nth Number of Points")
layout.separator()
layout.operator("curve.de_select_first")
layout.operator("curve.de_select_last")
layout.operator("curve.select_next")
layout.operator("curve.select_previous")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_surface(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_all", text="Select/Deselect All")
layout.operator("curve.select_inverse")
layout.operator("curve.select_random")
layout.operator("curve.select_nth", text="Every Nth Number of Points")
layout.separator()
layout.operator("curve.select_row")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_metaball(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("mball.select_deselect_all_metaelems")
layout.operator("mball.select_inverse_metaelems")
layout.separator()
layout.operator("mball.select_random_metaelems")
class VIEW3D_MT_select_edit_lattice(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("lattice.select_all", text="Select/Deselect All")
class VIEW3D_MT_select_edit_armature(bpy.types.Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("armature.select_all", text="Select/Deselect All")
layout.operator("armature.select_inverse", text="Inverse")
layout.separator()
layout.operator("armature.select_hierarchy", text="Parent").direction = 'PARENT'
layout.operator("armature.select_hierarchy", text="Child").direction = 'CHILD'
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
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layout.operator("object.select_pattern", text="Select Pattern...")
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class VIEW3D_MT_select_face(bpy.types.Menu): # XXX no matching enum
bl_label = "Select"
def draw(self, context):
layout = self.layout
# TODO
# see view3d_select_faceselmenu
# ********** Object menu **********
class VIEW3D_MT_object(bpy.types.Menu):
bl_context = "objectmode"
bl_label = "Object"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_object_clear")
layout.menu("VIEW3D_MT_object_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
operator renaming for more consistent word ordering (_add/_remmove shold be last, ACT_OT_* --> ACTION_OT_*) ACT_OT_clean --> ACTION_OT_clean ACT_OT_clickselect --> ACTION_OT_clickselect ACT_OT_copy --> ACTION_OT_copy ACT_OT_delete --> ACTION_OT_delete ACT_OT_duplicate --> ACTION_OT_duplicate ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type ACT_OT_frame_jump --> ACTION_OT_frame_jump ACT_OT_handle_type --> ACTION_OT_handle_type ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert ACT_OT_interpolation_type --> ACTION_OT_interpolation_type ACT_OT_keyframe_type --> ACTION_OT_keyframe_type ACT_OT_mirror --> ACTION_OT_mirror ACT_OT_new --> ACTION_OT_new ACT_OT_paste --> ACTION_OT_paste ACT_OT_previewrange_set --> ACTION_OT_previewrange_set ACT_OT_properties --> ACTION_OT_properties ACT_OT_sample --> ACTION_OT_sample ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle ACT_OT_select_border --> ACTION_OT_select_border ACT_OT_select_column --> ACTION_OT_select_column ACT_OT_snap --> ACTION_OT_snap ACT_OT_test --> ACTION_OT_test ACT_OT_unlink --> ACTION_OT_unlink ACT_OT_view_all --> ACTION_OT_view_all ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove FILE_OT_add_bookmark --> FILE_OT_bookmark_add GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert NLA_OT_add_actionclip --> NLA_OT_actionclip_add NLA_OT_add_meta --> NLA_OT_meta_add NLA_OT_add_tracks --> NLA_OT_tracks_add NLA_OT_add_transition --> NLA_OT_transition_add NLA_OT_remove_meta --> NLA_OT_meta_remove PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove PTCACHE_OT_add_new --> PTCACHE_OT_add
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layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframe...")
layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
layout.separator()
layout.operator("object.duplicate_move")
layout.operator("object.duplicate_move_linked")
layout.operator("object.delete", text="Delete...")
layout.operator("object.proxy_make", text="Make Proxy...")
layout.menu("VIEW3D_MT_make_links", text="Make Links...")
layout.operator("object.make_dupli_face", text="Make Dupliface...")
layout.operator_menu_enum("object.make_local", "type", text="Make Local...")
layout.menu("VIEW3D_MT_make_single_user")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_object_track")
layout.menu("VIEW3D_MT_object_group")
layout.menu("VIEW3D_MT_object_constraints")
layout.separator()
layout.menu("VIEW3D_MT_object_game_properties")
layout.menu("VIEW3D_MT_object_game_logicbricks")
layout.separator()
layout.operator("object.join_uvs")
layout.operator("object.join")
layout.separator()
layout.operator("object.move_to_layer", text="Move to Layer...")
layout.menu("VIEW3D_MT_object_showhide")
layout.operator_menu_enum("object.convert", "target")
class VIEW3D_MT_object_clear(bpy.types.Menu):
bl_label = "Clear"
def draw(self, context):
layout = self.layout
layout.operator("object.location_clear", text="Location")
layout.operator("object.rotation_clear", text="Rotation")
layout.operator("object.scale_clear", text="Scale")
layout.operator("object.origin_clear", text="Origin")
class VIEW3D_MT_object_specials(bpy.types.Menu):
bl_label = "Specials"
@classmethod
def poll(cls, context):
# add more special types
return context.object
def draw(self, context):
layout = self.layout
obj = context.object
if obj.type == 'CAMERA':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.lens"
props.input_scale = 0.1
if not obj.data.dof_object:
#layout.label(text="Test Has DOF obj");
props = layout.operator("wm.context_modal_mouse", text="DOF Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.dof_distance"
props.input_scale = 0.02
2010-09-07 15:17:42 +00:00
if obj.type in ('CURVE', 'TEXT'):
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Extrude Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.extrude"
props.input_scale = 0.01
props = layout.operator("wm.context_modal_mouse", text="Width Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.offset"
props.input_scale = 0.01
if obj.type == 'EMPTY':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "empty_draw_size"
props.input_scale = 0.01
if obj.type == 'LAMP':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Energy")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.energy"
if obj.data.type in ('SPOT', 'AREA', 'POINT'):
props = layout.operator("wm.context_modal_mouse", text="Falloff Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.distance"
props.input_scale = 0.1
if obj.data.type == 'SPOT':
layout.separator()
props = layout.operator("wm.context_modal_mouse", text="Spot Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_size"
props.input_scale = 0.01
props = layout.operator("wm.context_modal_mouse", text="Spot Blend")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_blend"
props.input_scale = -0.01
props = layout.operator("wm.context_modal_mouse", text="Clip Start")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_buffer_clip_start"
props.input_scale = 0.05
props = layout.operator("wm.context_modal_mouse", text="Clip End")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_buffer_clip_end"
props.input_scale = 0.05
layout.separator()
props = layout.operator("object.isolate_type_render")
props = layout.operator("object.hide_render_clear_all")
2010-09-07 15:17:42 +00:00
class VIEW3D_MT_object_apply(bpy.types.Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
layout.operator("object.location_apply", text="Location")
layout.operator("object.rotation_apply", text="Rotation")
layout.operator("object.scale_apply", text="Scale")
layout.separator()
layout.operator("object.visual_transform_apply", text="Visual Transform")
layout.operator("object.duplicates_make_real")
class VIEW3D_MT_object_parent(bpy.types.Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator("object.parent_set", text="Set")
layout.operator("object.parent_clear", text="Clear")
class VIEW3D_MT_object_track(bpy.types.Menu):
bl_label = "Track"
def draw(self, context):
layout = self.layout
layout.operator("object.track_set", text="Set")
layout.operator("object.track_clear", text="Clear")
class VIEW3D_MT_object_group(bpy.types.Menu):
bl_label = "Group"
def draw(self, context):
layout = self.layout
layout.operator("group.create")
layout.operator("group.objects_remove")
layout.separator()
layout.operator("group.objects_add_active")
layout.operator("group.objects_remove_active")
class VIEW3D_MT_object_constraints(bpy.types.Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("object.constraint_add_with_targets")
layout.operator("object.constraints_copy")
layout.operator("object.constraints_clear")
class VIEW3D_MT_object_showhide(bpy.types.Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00
layout.operator("object.hide_view_clear", text="Show Hidden")
layout.operator("object.hide_view_set", text="Hide Selected")
layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_make_single_user(bpy.types.Menu):
bl_label = "Make Single User"
def draw(self, context):
layout = self.layout
props = layout.operator("object.make_single_user", text="Object")
props.object = True
props = layout.operator("object.make_single_user", text="Object & ObData")
props.object = props.obdata = True
props = layout.operator("object.make_single_user", text="Object & ObData & Materials+Tex")
props.object = props.obdata = props.material = props.texture = True
props = layout.operator("object.make_single_user", text="Materials+Tex")
props.material = props.texture = True
props = layout.operator("object.make_single_user", text="Animation")
props.animation = True
class VIEW3D_MT_make_links(bpy.types.Menu):
bl_label = "Make Links"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene...")
layout.operator_menu_enum("marker.make_links_scene", "scene", text="Markers to Scene...")
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layout.operator_enums("object.make_links_data", "type") # inline
class VIEW3D_MT_object_game_properties(bpy.types.Menu):
bl_label = "Game Properties"
def draw(self, context):
layout = self.layout
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layout.operator("object.game_property_copy", text="Replace").operation = 'REPLACE'
layout.operator("object.game_property_copy", text="Merge").operation = 'MERGE'
layout.operator_menu_enum("object.game_property_copy", "property", text="Copy...")
layout.separator()
layout.operator("object.game_property_clear")
class VIEW3D_MT_object_game_logicbricks(bpy.types.Menu):
bl_label = "Logic Bricks"
def draw(self, context):
layout = self.layout
layout.operator("object.logic_bricks_copy", text="Copy")
# ********** Vertex paint menu **********
class VIEW3D_MT_paint_vertex(bpy.types.Menu):
bl_label = "Paint"
def draw(self, context):
layout = self.layout
layout.operator("paint.vertex_color_set")
layout.operator("paint.vertex_color_dirt")
class VIEW3D_MT_hook(bpy.types.Menu):
bl_label = "Hooks"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.hook_add_newob")
layout.operator("object.hook_add_selob")
if [mod.type == 'HOOK' for mod in context.active_object.modifiers]:
layout.separator()
layout.operator_menu_enum("object.hook_assign", "modifier")
layout.operator_menu_enum("object.hook_remove", "modifier")
layout.separator()
layout.operator_menu_enum("object.hook_select", "modifier")
layout.operator_menu_enum("object.hook_reset", "modifier")
layout.operator_menu_enum("object.hook_recenter", "modifier")
class VIEW3D_MT_vertex_group(bpy.types.Menu):
bl_label = "Vertex Groups"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.vertex_group_assign", text="Assign to New Group").new = True
ob = context.active_object
if ob.mode == 'EDIT':
if ob.vertex_groups.active:
layout.separator()
layout.operator("object.vertex_group_assign", text="Assign to Active Group")
layout.operator("object.vertex_group_remove_from", text="Remove from Active Group")
layout.operator("object.vertex_group_remove_from", text="Remove from All").all = True
layout.separator()
if ob.vertex_groups.active:
layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group")
layout.operator("object.vertex_group_remove", text="Remove Active Group")
layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
# ********** Weight paint menu **********
2010-01-31 14:46:28 +00:00
class VIEW3D_MT_paint_weight(bpy.types.Menu):
bl_label = "Weights"
def draw(self, context):
layout = self.layout
layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("object.vertex_group_normalize_all", text="Normalize All")
layout.operator("object.vertex_group_normalize", text="Normalize")
layout.operator("object.vertex_group_invert", text="Invert")
layout.operator("object.vertex_group_clean", text="Clean")
layout.operator("object.vertex_group_levels", text="Levels")
# ********** Sculpt menu **********
class VIEW3D_MT_sculpt(bpy.types.Menu):
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
tool_settings = context.tool_settings
sculpt = tool_settings.sculpt
brush = tool_settings.sculpt.brush
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layout.prop(sculpt, "use_symmetry_x")
layout.prop(sculpt, "use_symmetry_y")
layout.prop(sculpt, "use_symmetry_z")
layout.separator()
layout.prop(sculpt, "lock_x")
layout.prop(sculpt, "lock_y")
layout.prop(sculpt, "lock_z")
layout.separator()
layout.operator_menu_enum("brush.curve_preset", "shape")
layout.separator()
sculpt_tool = brush.sculpt_tool
if sculpt_tool != 'GRAB':
layout.prop(brush, "use_airbrush")
if sculpt_tool != 'LAYER':
layout.prop(brush, "use_anchor")
if sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'):
layout.prop_menu_enum(brush, "direction")
if sculpt_tool == 'LAYER':
layout.prop(brush, "use_persistent")
layout.operator("sculpt.set_persistent_base")
layout.separator()
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layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_brush")
# TODO, make availabel from paint menu!
layout.prop(tool_settings, "sculpt_paint_use_unified_size", text="Unify Size")
layout.prop(tool_settings, "sculpt_paint_use_unified_strength", text="Unify Strength")
# ********** Particle menu **********
class VIEW3D_MT_particle(bpy.types.Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.operator("particle.mirror")
layout.separator()
layout.operator("particle.remove_doubles")
layout.operator("particle.delete")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.rekey")
layout.operator("particle.weight_set")
layout.separator()
layout.menu("VIEW3D_MT_particle_showhide")
class VIEW3D_MT_particle_specials(bpy.types.Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.operator("particle.rekey")
layout.separator()
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.select_roots")
layout.operator("particle.select_tips")
layout.operator("particle.remove_doubles")
class VIEW3D_MT_particle_showhide(ShowHideMenu, bpy.types.Menu):
_operator_name = "particle"
# ********** Pose Menu **********
class VIEW3D_MT_pose(bpy.types.Menu):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
arm = context.active_object.data
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_snap")
if arm.draw_type in ('BBONE', 'ENVELOPE'):
layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONESIZE'
layout.menu("VIEW3D_MT_pose_transform")
layout.separator()
operator renaming for more consistent word ordering (_add/_remmove shold be last, ACT_OT_* --> ACTION_OT_*) ACT_OT_clean --> ACTION_OT_clean ACT_OT_clickselect --> ACTION_OT_clickselect ACT_OT_copy --> ACTION_OT_copy ACT_OT_delete --> ACTION_OT_delete ACT_OT_duplicate --> ACTION_OT_duplicate ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type ACT_OT_frame_jump --> ACTION_OT_frame_jump ACT_OT_handle_type --> ACTION_OT_handle_type ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert ACT_OT_interpolation_type --> ACTION_OT_interpolation_type ACT_OT_keyframe_type --> ACTION_OT_keyframe_type ACT_OT_mirror --> ACTION_OT_mirror ACT_OT_new --> ACTION_OT_new ACT_OT_paste --> ACTION_OT_paste ACT_OT_previewrange_set --> ACTION_OT_previewrange_set ACT_OT_properties --> ACTION_OT_properties ACT_OT_sample --> ACTION_OT_sample ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle ACT_OT_select_border --> ACTION_OT_select_border ACT_OT_select_column --> ACTION_OT_select_column ACT_OT_snap --> ACTION_OT_snap ACT_OT_test --> ACTION_OT_test ACT_OT_unlink --> ACTION_OT_unlink ACT_OT_view_all --> ACTION_OT_view_all ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove FILE_OT_add_bookmark --> FILE_OT_bookmark_add GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert NLA_OT_add_actionclip --> NLA_OT_actionclip_add NLA_OT_add_meta --> NLA_OT_meta_add NLA_OT_add_tracks --> NLA_OT_tracks_add NLA_OT_add_transition --> NLA_OT_transition_add NLA_OT_remove_meta --> NLA_OT_meta_remove PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove PTCACHE_OT_add_new --> PTCACHE_OT_add
2009-11-28 14:37:21 +00:00
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframe...")
layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
layout.separator()
layout.operator("pose.relax")
layout.separator()
layout.menu("VIEW3D_MT_pose_apply")
layout.separator()
layout.operator("pose.copy")
layout.operator("pose.paste")
layout.operator("pose.paste", text="Paste X-Flipped Pose").flipped = True
layout.separator()
layout.menu("VIEW3D_MT_pose_pose")
layout.menu("VIEW3D_MT_pose_motion")
layout.menu("VIEW3D_MT_pose_group")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_pose_ik")
layout.menu("VIEW3D_MT_pose_constraints")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS'
layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS'
layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS'
layout.operator("pose.flip_names")
2010-01-31 14:46:28 +00:00
layout.operator("pose.quaternions_flip")
layout.separator()
layout.operator_context = 'INVOKE_AREA'
layout.operator("pose.armature_layers", text="Change Armature Layers...")
layout.operator("pose.bone_layers", text="Change Bone Layers...")
layout.separator()
layout.menu("VIEW3D_MT_pose_showhide")
layout.operator_menu_enum("pose.flags_set", 'mode', text="Bone Settings")
class VIEW3D_MT_pose_transform(bpy.types.Menu):
bl_label = "Clear Transform"
def draw(self, context):
layout = self.layout
layout.label(text="User Transform")
layout.operator("pose.loc_clear", text="Location")
layout.operator("pose.rot_clear", text="Rotation")
layout.operator("pose.scale_clear", text="Scale")
layout.label(text="Origin")
class VIEW3D_MT_pose_pose(bpy.types.Menu):
bl_label = "Pose Library"
def draw(self, context):
layout = self.layout
layout.operator("poselib.browse_interactive", text="Browse Poses...")
layout.separator()
layout.operator("poselib.pose_add", text="Add Pose...")
layout.operator("poselib.pose_rename", text="Rename Pose...")
layout.operator("poselib.pose_remove", text="Remove Pose...")
class VIEW3D_MT_pose_motion(bpy.types.Menu):
bl_label = "Motion Paths"
def draw(self, context):
layout = self.layout
layout.operator("pose.paths_calculate", text="Calculate")
layout.operator("pose.paths_clear", text="Clear")
class VIEW3D_MT_pose_group(bpy.types.Menu):
bl_label = "Bone Groups"
def draw(self, context):
layout = self.layout
layout.operator("pose.group_add")
layout.operator("pose.group_remove")
layout.separator()
layout.operator("pose.group_assign")
layout.operator("pose.group_unassign")
class VIEW3D_MT_pose_ik(bpy.types.Menu):
bl_label = "Inverse Kinematics"
def draw(self, context):
layout = self.layout
layout.operator("pose.ik_add")
layout.operator("pose.ik_clear")
class VIEW3D_MT_pose_constraints(bpy.types.Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...")
layout.operator("pose.constraints_copy")
layout.operator("pose.constraints_clear")
class VIEW3D_MT_pose_showhide(ShowHideMenu, bpy.types.Menu):
_operator_name = "pose"
class VIEW3D_MT_pose_apply(bpy.types.Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
layout.operator("pose.armature_apply")
layout.operator("pose.visual_transform_apply")
# ********** Edit Menus, suffix from ob.type **********
class VIEW3D_MT_edit_mesh(bpy.types.Menu):
bl_label = "Mesh"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_uv_map", text="UV Unwrap...")
layout.separator()
layout.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Region")
layout.operator("view3d.edit_mesh_extrude_individual_move", text="Extrude Individual")
layout.operator("mesh.duplicate_move")
layout.operator("mesh.delete", text="Delete...")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_vertices")
layout.menu("VIEW3D_MT_edit_mesh_edges")
layout.menu("VIEW3D_MT_edit_mesh_faces")
layout.menu("VIEW3D_MT_edit_mesh_normals")
layout.separator()
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layout.prop(settings, "use_mesh_automerge")
layout.prop_menu_enum(settings, "proportional_edit")
layout.prop_menu_enum(settings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_showhide")
class VIEW3D_MT_edit_mesh_specials(bpy.types.Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.subdivide", text="Subdivide")
layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0
layout.operator("mesh.merge", text="Merge...")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.hide", text="Hide")
layout.operator("mesh.reveal", text="Reveal")
layout.operator("mesh.select_inverse")
layout.operator("mesh.flip_normals")
layout.operator("mesh.vertices_smooth", text="Smooth")
# layout.operator("mesh.bevel", text="Bevel")
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.operator("mesh.blend_from_shape")
layout.operator("mesh.shape_propagate_to_all")
layout.operator("mesh.select_vertex_path")
class VIEW3D_MT_edit_mesh_selection_mode(bpy.types.Menu):
bl_label = "Mesh Select Mode"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
prop = layout.operator("wm.context_set_value", text="Vertex", icon='VERTEXSEL')
prop.value = "(True, False, False)"
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prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value", text="Edge", icon='EDGESEL')
prop.value = "(False, True, False)"
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prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value", text="Face", icon='FACESEL')
prop.value = "(False, False, True)"
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prop.data_path = "tool_settings.mesh_select_mode"
class VIEW3D_MT_edit_mesh_extrude(bpy.types.Menu):
bl_label = "Extrude"
@staticmethod
def extrude_options(context):
mesh = context.object.data
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selection_mode = context.tool_settings.mesh_select_mode
totface = mesh.total_face_sel
totedge = mesh.total_edge_sel
totvert = mesh.total_vert_sel
# the following is dependent on selection modes
# we don't really want that
# if selection_mode[0]: # vert
# if totvert == 0:
# return ()
# elif totvert == 1:
# return (3,)
# elif totedge == 0:
# return (3,)
# elif totface == 0:
# return (2, 3)
# elif totface == 1:
# return (0, 2, 3)
# else:
# return (0, 1, 2, 3)
# elif selection_mode[1]: # edge
# if totedge == 0:
# return ()
# elif totedge == 1:
# return (2,)
# elif totface == 0:
# return (2,)
# elif totface == 1:
# return (0, 2)
# else:
# return (0, 1, 2)
# elif selection_mode[2]: # face
# if totface == 0:
# return ()
# elif totface == 1:
# return (0,)
# else:
# return (0, 1)
if totvert == 0:
return ()
elif totedge == 0:
return (0, 3)
elif totface == 0:
return (0, 2, 3)
else:
return (0, 1, 2, 3)
# should never get here
return ()
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
def region_menu():
layout.operator("view3d.edit_mesh_extrude_move_normal", text="Region")
def face_menu():
layout.operator("mesh.extrude_faces_move", text="Individual Faces")
def edge_menu():
layout.operator("mesh.extrude_edges_move", text="Edges Only")
def vert_menu():
layout.operator("mesh.extrude_vertices_move", text="Vertices Only")
menu_funcs = region_menu, face_menu, edge_menu, vert_menu
for i in self.extrude_options(context):
func = menu_funcs[i]
func()
class VIEW3D_OT_edit_mesh_extrude_individual_move(bpy.types.Operator):
"Extrude individual elements and move"
bl_label = "Extrude Individual and Move"
bl_idname = "view3d.edit_mesh_extrude_individual_move"
def execute(self, context):
mesh = context.object.data
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selection_mode = context.tool_settings.mesh_select_mode
totface = mesh.total_face_sel
totedge = mesh.total_edge_sel
totvert = mesh.total_vert_sel
if selection_mode[2] and totface == 1:
return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": "NORMAL", "constraint_axis": [False, False, True]})
elif selection_mode[2] and totface > 1:
return bpy.ops.mesh.extrude_faces_move('INVOKE_REGION_WIN')
elif selection_mode[1] and totedge >= 1:
return bpy.ops.mesh.extrude_edges_move('INVOKE_REGION_WIN')
else:
return bpy.ops.mesh.extrude_vertices_move('INVOKE_REGION_WIN')
def invoke(self, context, event):
return self.execute(context)
class VIEW3D_OT_edit_mesh_extrude_move(bpy.types.Operator):
"Extrude and move along normals"
bl_label = "Extrude and Move on Normals"
bl_idname = "view3d.edit_mesh_extrude_move_normal"
def execute(self, context):
mesh = context.object.data
totface = mesh.total_face_sel
totedge = mesh.total_edge_sel
totvert = mesh.total_vert_sel
if totface >= 1:
return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": "NORMAL", "constraint_axis": [False, False, True]})
elif totedge == 1:
return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": "NORMAL", "constraint_axis": [True, True, False]})
else:
return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN')
def invoke(self, context, event):
return self.execute(context)
class VIEW3D_MT_edit_mesh_vertices(bpy.types.Menu):
bl_label = "Vertices"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.merge")
layout.operator("mesh.rip")
layout.operator("mesh.split")
layout.operator("mesh.separate")
layout.separator()
layout.operator("mesh.vertices_smooth")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.select_vertex_path")
layout.operator("mesh.blend_from_shape")
layout.operator("object.vertex_group_blend")
layout.operator("mesh.shape_propagate_to_all")
layout.separator()
layout.menu("VIEW3D_MT_vertex_group")
layout.menu("VIEW3D_MT_hook")
class VIEW3D_MT_edit_mesh_edges(bpy.types.Menu):
bl_label = "Edges"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.edge_face_add")
layout.operator("mesh.subdivide")
layout.separator()
layout.operator("mesh.mark_seam")
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp")
layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").direction = 'CW'
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").direction = 'CCW'
layout.separator()
layout.operator("TRANSFORM_OT_edge_slide")
layout.operator("TRANSFORM_OT_edge_crease")
layout.operator("mesh.loop_multi_select", text="Edge Loop")
# uiItemO(layout, "Loopcut", 0, "mesh.loop_cut"); // CutEdgeloop(em, 1);
# uiItemO(layout, "Edge Slide", 0, "mesh.edge_slide"); // EdgeSlide(em, 0,0.0);
layout.operator("mesh.loop_multi_select", text="Edge Ring").ring = True
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_edit_mesh_faces(bpy.types.Menu):
bl_label = "Faces"
bl_idname = "VIEW3D_MT_edit_mesh_faces"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.flip_normals")
# layout.operator("mesh.bevel")
# layout.operator("mesh.bevel")
layout.operator("mesh.edge_face_add")
layout.operator("mesh.fill")
layout.operator("mesh.beautify_fill")
layout.operator("mesh.solidify")
layout.operator("mesh.sort_faces")
layout.separator()
layout.operator("mesh.fgon_make")
layout.operator("mesh.fgon_clear")
layout.separator()
layout.operator("mesh.quads_convert_to_tris")
layout.operator("mesh.tris_convert_to_quads")
layout.operator("mesh.edge_flip")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.separator()
# uiItemO(layout, NULL, 0, "mesh.face_mode"); // mesh_set_face_flags(em, 1);
# uiItemBooleanO(layout, NULL, 0, "mesh.face_mode", "clear", 1); // mesh_set_face_flags(em, 0);
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").direction = 'CW'
layout.separator()
layout.operator_menu_enum("mesh.uvs_rotate", "direction")
layout.operator_menu_enum("mesh.uvs_mirror", "axis")
layout.operator_menu_enum("mesh.colors_rotate", "direction")
layout.operator_menu_enum("mesh.colors_mirror", "axis")
class VIEW3D_MT_edit_mesh_normals(bpy.types.Menu):
bl_label = "Normals"
def draw(self, context):
layout = self.layout
layout.operator("mesh.normals_make_consistent", text="Recalculate Outside")
layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True
layout.separator()
layout.operator("mesh.flip_normals")
class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, bpy.types.Menu):
_operator_name = "mesh"
# Edit Curve
# draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
def draw_curve(self, context):
layout = self.layout
settings = context.tool_settings
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("curve.extrude")
layout.operator("curve.duplicate")
layout.operator("curve.separate")
layout.operator("curve.make_segment")
layout.operator("curve.cyclic_toggle")
layout.operator("curve.delete", text="Delete...")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_ctrlpoints")
layout.menu("VIEW3D_MT_edit_curve_segments")
layout.separator()
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layout.prop_menu_enum(settings, "proportional_edit")
layout.prop_menu_enum(settings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_showhide")
class VIEW3D_MT_edit_curve(bpy.types.Menu):
bl_label = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(bpy.types.Menu):
bl_label = "Control Points"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
if edit_object.type == 'CURVE':
layout.operator("transform.transform").mode = 'TILT'
layout.operator("curve.tilt_clear")
layout.operator("curve.separate")
layout.separator()
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.separator()
layout.menu("VIEW3D_MT_hook")
class VIEW3D_MT_edit_curve_segments(bpy.types.Menu):
bl_label = "Segments"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
class VIEW3D_MT_edit_curve_specials(bpy.types.Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
layout.operator("curve.spline_weight_set")
layout.operator("curve.radius_set")
layout.operator("curve.smooth")
layout.operator("curve.smooth_radius")
class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, bpy.types.Menu):
_operator_name = "curve"
class VIEW3D_MT_edit_surface(bpy.types.Menu):
bl_label = "Surface"
draw = draw_curve
class VIEW3D_MT_edit_text(bpy.types.Menu):
bl_label = "Text"
def draw(self, context):
layout = self.layout
layout.operator("font.file_paste")
layout.separator()
layout.menu("VIEW3D_MT_edit_text_chars")
layout.separator()
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layout.operator("font.style_toggle", text="Toggle Bold").style = 'BOLD'
layout.operator("font.style_toggle", text="Toggle Italic").style = 'ITALIC'
layout.operator("font.style_toggle", text="Toggle Underline").style = 'UNDERLINE'
layout.operator("font.style_toggle", text="Toggle Small Caps").style = 'SMALL_CAPS'
class VIEW3D_MT_edit_text_chars(bpy.types.Menu):
bl_label = "Special Characters"
def draw(self, context):
layout = self.layout
layout.operator("font.text_insert", text="Copyright|Alt C").text = b'\xC2\xA9'.decode()
layout.operator("font.text_insert", text="Registered Trademark|Alt R").text = b'\xC2\xAE'.decode()
layout.separator()
layout.operator("font.text_insert", text="Degree Sign|Alt G").text = b'\xC2\xB0'.decode()
layout.operator("font.text_insert", text="Multiplication Sign|Alt x").text = b'\xC3\x97'.decode()
layout.operator("font.text_insert", text="Circle|Alt .").text = b'\xC2\x8A'.decode()
layout.operator("font.text_insert", text="Superscript 1|Alt 1").text = b'\xC2\xB9'.decode()
layout.operator("font.text_insert", text="Superscript 2|Alt 2").text = b'\xC2\xB2'.decode()
layout.operator("font.text_insert", text="Superscript 3|Alt 3").text = b'\xC2\xB3'.decode()
layout.operator("font.text_insert", text="Double >>|Alt >").text = b'\xC2\xBB'.decode()
layout.operator("font.text_insert", text="Double <<|Alt <").text = b'\xC2\xAB'.decode()
layout.operator("font.text_insert", text="Promillage|Alt %").text = b'\xE2\x80\xB0'.decode()
layout.separator()
layout.operator("font.text_insert", text="Dutch Florin|Alt F").text = b'\xC2\xA4'.decode()
layout.operator("font.text_insert", text="British Pound|Alt L").text = b'\xC2\xA3'.decode()
layout.operator("font.text_insert", text="Japanese Yen|Alt Y").text = b'\xC2\xA5'.decode()
layout.separator()
layout.operator("font.text_insert", text="German S|Alt S").text = b'\xC3\x9F'.decode()
layout.operator("font.text_insert", text="Spanish Question Mark|Alt ?").text = b'\xC2\xBF'.decode()
layout.operator("font.text_insert", text="Spanish Exclamation Mark|Alt !").text = b'\xC2\xA1'.decode()
class VIEW3D_MT_edit_meta(bpy.types.Menu):
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mball.delete_metaelems", text="Delete...")
layout.operator("mball.duplicate_metaelems")
layout.separator()
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layout.prop_menu_enum(settings, "proportional_edit")
layout.prop_menu_enum(settings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_meta_showhide")
class VIEW3D_MT_edit_meta_showhide(bpy.types.Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("mball.reveal_metaelems", text="Show Hidden")
layout.operator("mball.hide_metaelems", text="Hide Selected")
layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True
class VIEW3D_MT_edit_lattice(bpy.types.Menu):
bl_label = "Lattice"
def draw(self, context):
layout = self.layout
settings = context.tool_settings
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("lattice.make_regular")
layout.separator()
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layout.prop_menu_enum(settings, "proportional_edit")
layout.prop_menu_enum(settings, "proportional_edit_falloff")
class VIEW3D_MT_edit_armature(bpy.types.Menu):
bl_label = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_edit_armature_roll")
if arm.draw_type == 'ENVELOPE':
layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONESIZE'
else:
layout.operator("transform.transform", text="Scale B-Bone Width").mode = 'BONESIZE'
layout.separator()
layout.operator("armature.extrude_move")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.operator("armature.duplicate_move")
layout.operator("armature.merge")
layout.operator("armature.fill")
layout.operator("armature.delete")
layout.operator("armature.separate")
layout.separator()
layout.operator("armature.subdivide_multi", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("armature.armature_layers")
layout.operator("armature.bone_layers")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
layout.operator_menu_enum("armature.flags_set", "mode", text="Bone Settings")
class VIEW3D_MT_armature_specials(bpy.types.Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("armature.subdivide_multi", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names", text="Flip Names")
class VIEW3D_MT_edit_armature_parent(bpy.types.Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator("armature.parent_set", text="Make")
layout.operator("armature.parent_clear", text="Clear")
class VIEW3D_MT_edit_armature_roll(bpy.types.Menu):
bl_label = "Bone Roll"
def draw(self, context):
layout = self.layout
layout.operator("armature.calculate_roll", text="Recalculate with Z-Axis Up").type = 'GLOBALUP'
layout.operator("armature.calculate_roll", text="Recalculate with Z-Axis to Cursor").type = 'CURSOR'
layout.separator()
layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
# ********** Panel **********
class VIEW3D_PT_view3d_properties(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "View"
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
col = layout.column()
col.active = view.region_3d.view_perspective != 'CAMERA'
col.prop(view, "lens")
col.label(text="Lock to Object:")
col.prop(view, "lock_object", text="")
if view.lock_object and view.lock_object.type == 'ARMATURE':
col.prop_search(view, "lock_bone", view.lock_object.data, "bones", text="")
col = layout.column(align=True)
col.label(text="Clip:")
col.prop(view, "clip_start", text="Start")
col.prop(view, "clip_end", text="End")
subcol = col.column()
subcol.enabled = not view.lock_camera_and_layers
subcol.label(text="Local Camera:")
subcol.prop(view, "camera", text="")
layout.column().prop(view, "cursor_location")
class VIEW3D_PT_view3d_name(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Item"
@classmethod
def poll(cls, context):
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return (context.space_data and context.active_object)
def draw(self, context):
layout = self.layout
ob = context.active_object
row = layout.row()
row.label(text="", icon='OBJECT_DATA')
row.prop(ob, "name", text="")
if ob.type == 'ARMATURE' and ob.mode in ('EDIT', 'POSE'):
bone = context.active_bone
if bone:
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class VIEW3D_PT_view3d_display(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
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gs = context.scene.game_settings
ob = context.object
col = layout.column()
col.prop(view, "show_only_render")
col = layout.column()
display_all = not view.show_only_render
col.active = display_all
col.prop(view, "show_outline_selected")
col.prop(view, "show_all_objects_origin")
col.prop(view, "show_relationship_lines")
if ob and ob.type == 'MESH':
mesh = ob.data
col.prop(mesh, "show_all_edges")
col = layout.column()
col.active = display_all
split = col.split(percentage=0.55)
split.prop(view, "show_floor", text="Grid Floor")
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row = split.row(align=True)
row.prop(view, "show_axis_x", text="X", toggle=True)
row.prop(view, "show_axis_y", text="Y", toggle=True)
row.prop(view, "show_axis_z", text="Z", toggle=True)
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sub = col.column(align=True)
sub.active = (display_all and view.show_floor)
sub.prop(view, "grid_lines", text="Lines")
sub.prop(view, "grid_spacing", text="Spacing")
sub.prop(view, "grid_subdivisions", text="Subdivisions")
col = layout.column()
col.label(text="Shading:")
col.prop(gs, "material_mode", text="")
col.prop(view, "show_textured_solid")
layout.separator()
region = view.region_quadview
layout.operator("screen.region_quadview", text="Toggle Quad View")
if region:
col = layout.column()
col.prop(region, "lock_rotation")
row = col.row()
row.enabled = region.lock_rotation
row.prop(region, "show_sync_view")
row = col.row()
row.enabled = region.lock_rotation and region.show_sync_view
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row.prop(region, "use_box_clip")
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class VIEW3D_PT_view3d_meshdisplay(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Mesh Display"
@classmethod
def poll(cls, context):
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# The active object check is needed because of localmode
return (context.active_object and (context.mode == 'EDIT_MESH'))
def draw(self, context):
layout = self.layout
mesh = context.active_object.data
col = layout.column()
col.label(text="Overlays:")
col.prop(mesh, "show_edges", text="Edges")
col.prop(mesh, "show_faces", text="Faces")
col.prop(mesh, "show_edge_crease", text="Creases")
col.prop(mesh, "show_edge_bevel_weight", text="Bevel Weights")
col.prop(mesh, "show_edge_seams", text="Seams")
col.prop(mesh, "show_edge_sharp", text="Sharp")
col.separator()
col.label(text="Normals:")
col.prop(mesh, "show_normal_face", text="Face")
col.prop(mesh, "show_normal_vertex", text="Vertex")
col.prop(context.scene.tool_settings, "normal_size", text="Normal Size")
col.separator()
col.label(text="Numerics:")
col.prop(mesh, "show_extra_edge_length")
col.prop(mesh, "show_extra_edge_angle")
col.prop(mesh, "show_extra_face_area")
class VIEW3D_PT_view3d_curvedisplay(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Curve Display"
@classmethod
def poll(cls, context):
editmesh = context.mode == 'EDIT_CURVE'
return (editmesh)
def draw(self, context):
layout = self.layout
curve = context.active_object.data
col = layout.column()
col.label(text="Overlays:")
col.prop(curve, "show_handles", text="Handles")
col.prop(curve, "show_normal_face", text="Normals")
col.prop(context.scene.tool_settings, "normal_size", text="Normal Size")
class VIEW3D_PT_background_image(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Background Images"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
# bg = context.space_data.background_image
return (view)
def draw_header(self, context):
layout = self.layout
view = context.space_data
layout.prop(view, "show_background_images", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
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col = layout.column()
col.operator("view3d.add_background_image", text="Add Image")
for i, bg in enumerate(view.background_images):
layout.active = view.show_background_images
box = layout.box()
row = box.row(align=True)
row.prop(bg, "show_expanded", text="", emboss=False)
if bg.image:
row.prop(bg.image, "name", text="", emboss=False)
else:
row.label(text="Not Set")
row.operator("view3d.remove_background_image", text="", emboss=False, icon='X').index = i
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box.prop(bg, "view_axis", text="Axis")
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if bg.show_expanded:
row = box.row()
row.template_ID(bg, "image", open="image.open")
if (bg.image):
box.template_image(bg, "image", bg.image_user, compact=True)
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box.prop(bg, "transparency", slider=True)
if bg.view_axis != 'CAMERA':
box.prop(bg, "size")
row = box.row(align=True)
row.prop(bg, "offset_x", text="X")
row.prop(bg, "offset_y", text="Y")
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class VIEW3D_PT_transform_orientations(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Transform Orientations"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.prop(view, "transform_orientation")
col.operator("transform.create_orientation", text="Create")
orientation = view.current_orientation
if orientation:
col.prop(orientation, "name")
col.operator("transform.delete_orientation", text="Delete")
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class VIEW3D_PT_etch_a_ton(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Skeleton Sketching"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
scene = context.space_data
ob = context.active_object
return scene and ob and ob.type == 'ARMATURE' and ob.mode == 'EDIT'
def draw_header(self, context):
layout = self.layout
toolsettings = context.scene.tool_settings
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layout.prop(toolsettings, "use_bone_sketching", text="")
def draw(self, context):
layout = self.layout
toolsettings = context.scene.tool_settings
col = layout.column()
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col.prop(toolsettings, "use_etch_quick")
col.prop(toolsettings, "use_etch_overdraw")
col.prop(toolsettings, "etch_convert_mode")
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if toolsettings.etch_convert_mode == 'LENGTH':
col.prop(toolsettings, "etch_length_limit")
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elif toolsettings.etch_convert_mode == 'ADAPTIVE':
col.prop(toolsettings, "etch_adaptive_limit")
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elif toolsettings.etch_convert_mode == 'FIXED':
col.prop(toolsettings, "etch_subdivision_number")
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elif toolsettings.etch_convert_mode == 'RETARGET':
col.prop(toolsettings, "etch_template")
col.prop(toolsettings, "etch_roll_mode")
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col.prop(toolsettings, "use_etch_autoname")
col.prop(toolsettings, "etch_number")
col.prop(toolsettings, "etch_side")
col.operator("sketch.convert", text="Convert")
class VIEW3D_PT_context_properties(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
def _active_context_member(context):
obj = context.object
if obj:
mode = obj.mode
if mode == 'POSE':
return "active_pose_bone"
elif mode == 'EDIT' and obj.type == 'ARMATURE':
return "active_bone"
else:
return "object"
return ""
@classmethod
def poll(cls, context):
member = cls._active_context_member(context)
if member:
context_member = getattr(context, member)
return context_member and context_member.keys()
return False
def draw(self, context):
import rna_prop_ui
# reload(rna_prop_ui)
member = __class__._active_context_member(context)
if member:
# Draw with no edit button
rna_prop_ui.draw(self.layout, context, member, False)
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()