blender/release/scripts/startup/bl_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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Header, Menu, Panel
from .properties_paint_common import UnifiedPaintPanel
class VIEW3D_HT_header(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())
if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
sub.menu("VIEW3D_MT_brush")
if mode_string == 'SCULPT':
sub.menu("VIEW3D_MT_hide")
else:
sub.menu("VIEW3D_MT_object")
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# Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
row = layout
layout.template_header_3D()
if obj:
# Particle edit
if obj.mode == 'PARTICLE_EDIT':
row.prop(toolsettings.particle_edit, "select_mode", text="", expand=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
if not obj or obj.mode not in {'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT'}:
snap_element = toolsettings.snap_element
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_element", text="", icon_only=True)
if snap_element != 'INCREMENT':
row.prop(toolsettings, "snap_target", text="")
if obj:
if obj.mode == 'OBJECT' and snap_element != 'VOLUME':
row.prop(toolsettings, "use_snap_align_rotation", text="")
elif obj.mode == 'EDIT':
row.prop(toolsettings, "use_snap_self", text="")
if snap_element == 'VOLUME':
row.prop(toolsettings, "use_snap_peel_object", text="")
elif snap_element == 'FACE':
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(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")
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
layout.separator()
obj = context.object
if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'} and obj.data.draw_type in {'BBONE', 'ENVELOPE'}:
layout.operator("transform.transform", text="Scale Envelope/BBone").mode = 'BONE_SIZE'
if context.edit_object and context.edit_object.type == 'ARMATURE':
layout.operator("armature.align")
else:
layout.operator_context = 'EXEC_REGION_WIN'
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'
layout.separator()
layout.operator("object.randomize_transform")
layout.operator("object.align")
layout.separator()
layout.operator("object.anim_transforms_to_deltas")
class VIEW3D_MT_mirror(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(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(Menu):
bl_label = "UV Mapping"
def draw(self, context):
layout = self.layout
layout.operator("uv.unwrap")
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("uv.smart_project")
layout.operator("uv.lightmap_pack")
layout.operator("uv.follow_active_quads")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("uv.cube_project")
layout.operator("uv.cylinder_project")
layout.operator("uv.sphere_project")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("uv.project_from_view").scale_to_bounds = False
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(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(Menu):
bl_label = "Navigation"
def draw(self, context):
layout = self.layout
layout.operator_enum("view3d.view_orbit", "type")
layout.separator()
layout.operator_enum("view3d.view_pan", "type")
layout.separator()
layout.operator("view3d.zoom", text="Zoom In").delta = 1
layout.operator("view3d.zoom", text="Zoom Out").delta = -1
layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1")
layout.separator()
layout.operator("view3d.fly")
class VIEW3D_MT_view_align(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.camera_to_view_selected", text="Align Active Camera to Selected")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_center_cursor")
class VIEW3D_MT_view_align_selected(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(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(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").action = 'TOGGLE'
layout.operator("object.select_all", text="Inverse").action = 'INVERT'
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(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").action = 'TOGGLE'
layout.operator("pose.select_all", text="Inverse").action = 'INVERT'
layout.operator("pose.select_flip_active", text="Flip Active")
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")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_particle(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").action = 'TOGGLE'
layout.operator("particle.select_linked")
layout.operator("particle.select_all").action = 'INVERT'
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(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").action = 'TOGGLE'
layout.operator("mesh.select_all", text="Inverse").action = 'INVERT'
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.select_interior_faces", text="Interior Faces")
layout.operator("mesh.select_axis", text="Side of Active")
layout.separator()
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layout.operator("mesh.select_by_number_vertices", text="By Number of Verts")
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if context.scene.tool_settings.mesh_select_mode[2] == False:
layout.operator("mesh.select_non_manifold", text="Non Manifold")
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layout.operator("mesh.select_loose_verts", text="Loose Verts/Edges")
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").ring = False
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(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").action = 'TOGGLE'
layout.operator("curve.select_all", text="Inverse").action = 'INVERT'
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(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").action = 'TOGGLE'
layout.operator("curve.select_all", text="Inverse").action = 'INVERT'
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(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("mball.select_all").action = 'TOGGLE'
layout.operator("mball.select_all").action = 'INVERT'
layout.separator()
layout.operator("mball.select_random_metaelems")
class VIEW3D_MT_select_edit_lattice(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(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").action = 'TOGGLE'
layout.operator("armature.select_all", text="Inverse").action = 'INVERT'
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'
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_face(Menu): # XXX no matching enum
bl_label = "Select"
def draw(self, context):
# layout = self.layout
# TODO
# see view3d_select_faceselmenu
pass
# ********** Object menu **********
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class VIEW3D_MT_object(Menu):
bl_context = "objectmode"
bl_label = "Object"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
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()
layout.menu("VIEW3D_MT_object_animation")
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")
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_quick_effects")
layout.separator()
layout.menu("VIEW3D_MT_object_game")
layout.separator()
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_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
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("nla.bake", text="Bake Action...")
class VIEW3D_MT_object_clear(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")
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layout.operator("object.origin_clear", text="Origin")
class VIEW3D_MT_object_specials(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'
if obj.data.type == 'PERSP':
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 obj.data.lens_unit == 'MILLIMETERS':
props.header_text = "Camera Lens Angle: %.1fmm"
else:
props.header_text = "Camera Lens Angle: %.1f\u00B0"
else:
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.ortho_scale"
props.input_scale = 0.01
props.header_text = "Camera Lens Scale: %.3f"
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
props.header_text = "DOF Distance: %.3f"
if obj.type in {'CURVE', 'FONT'}:
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.header_text = "Extrude Size: %.3f"
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
props.header_text = "Width Size: %.3f"
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
props.header_text = "Empty Draw Size: %.3f"
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"
props.header_text = "Lamp Energy: %.3f"
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
props.header_text = "Lamp Falloff Distance: %.1f"
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.header_text = "Spot Size: %.2f"
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.header_text = "Spot Blend: %.2f"
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.header_text = "Clip Start: %.2f"
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
props.header_text = "Clip End: %.2f"
layout.separator()
props = layout.operator("object.isolate_type_render")
props = layout.operator("object.hide_render_clear_all")
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class VIEW3D_MT_object_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
props = layout.operator("object.transform_apply", text="Location")
props.location, props.rotation, props.scale = True, False, False
props = layout.operator("object.transform_apply", text="Rotation")
props.location, props.rotation, props.scale = False, True, False
props = layout.operator("object.transform_apply", text="Scale")
props.location, props.rotation, props.scale = False, False, True
props = layout.operator("object.transform_apply", text="Rotation & Scale")
props.location, props.rotation, props.scale = False, True, True
layout.separator()
layout.operator("object.visual_transform_apply", text="Visual Transform")
layout.operator("object.duplicates_make_real")
class VIEW3D_MT_object_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("object.parent_set", "type", text="Set")
layout.operator_menu_enum("object.parent_clear", "type", text="Clear")
class VIEW3D_MT_object_track(Menu):
bl_label = "Track"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("object.track_set", "type", text="Set")
layout.operator_menu_enum("object.track_clear", "type", text="Clear")
class VIEW3D_MT_object_group(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(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_quick_effects(Menu):
bl_label = "Quick Effects"
def draw(self, context):
layout = self.layout
layout.operator("object.quick_fur")
layout.operator("object.quick_explode")
layout.operator("object.quick_smoke")
layout.operator("object.quick_fluid")
class VIEW3D_MT_object_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("object.hide_view_clear", text="Show Hidden")
layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_make_single_user(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 & Data")
props.object = props.obdata = True
props = layout.operator("object.make_single_user", text="Object & Data & 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="Object Animation")
props.animation = True
class VIEW3D_MT_make_links(Menu):
bl_label = "Make Links"
def draw(self, context):
layout = self.layout
if(len(bpy.data.scenes) > 10):
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("object.make_links_scene", text="Objects to Scene...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene...")
layout.operator_enum("object.make_links_data", "type") # inline
layout.operator("object.join_uvs") # stupid place to add this!
class VIEW3D_MT_object_game(Menu):
bl_label = "Game"
def draw(self, context):
layout = self.layout
layout.operator("object.logic_bricks_copy", text="Copy Logic Bricks")
layout.operator("object.game_physics_copy", text="Copy Physics Properties")
layout.separator()
layout.operator("object.game_property_copy", text="Replace Properties").operation = 'REPLACE'
layout.operator("object.game_property_copy", text="Merge Properties").operation = 'MERGE'
layout.operator_menu_enum("object.game_property_copy", "property", text="Copy Properties...")
layout.separator()
layout.operator("object.game_property_clear")
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# ********** Brush menu **********
class VIEW3D_MT_brush(Menu):
bl_label = "Brush"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
ups = context.tool_settings.unified_paint_settings
layout.prop(ups, "use_unified_size", text="Unified Size")
layout.prop(ups, "use_unified_strength", text="Unified Strength")
layout.separator()
# brush paint modes
layout.menu("VIEW3D_MT_brush_paint_modes")
# brush tool
if context.sculpt_object:
layout.operator("brush.reset")
layout.prop_menu_enum(brush, "sculpt_tool")
elif context.image_paint_object:
layout.prop_menu_enum(brush, "image_tool")
elif context.vertex_paint_object or context.weight_paint_object:
layout.prop_menu_enum(brush, "vertex_tool")
# skip if no active brush
if not brush:
return
# TODO: still missing a lot of brush options here
# sculpt options
if context.sculpt_object:
sculpt_tool = brush.sculpt_tool
layout.separator()
layout.operator_menu_enum("brush.curve_preset", "shape", text='Curve Preset')
layout.separator()
if sculpt_tool != 'GRAB':
layout.prop_menu_enum(brush, "stroke_method")
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")
class VIEW3D_MT_brush_paint_modes(Menu):
bl_label = "Enabled Modes"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.prop(brush, "use_paint_sculpt", text="Sculpt")
layout.prop(brush, "use_paint_vertex", text="Vertex Paint")
layout.prop(brush, "use_paint_weight", text="Weight Paint")
layout.prop(brush, "use_paint_image", text="Texture Paint")
# ********** Vertex paint menu **********
class VIEW3D_MT_paint_vertex(Menu):
bl_label = "Paint"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
layout.operator("paint.vertex_color_set")
layout.operator("paint.vertex_color_dirt")
class VIEW3D_MT_hook(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(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' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex):
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").all = False
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").all = False
layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
# ********** Weight paint menu **********
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class VIEW3D_MT_paint_weight(Menu):
bl_label = "Weights"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
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_mirror", text="Mirror")
layout.operator("object.vertex_group_invert", text="Invert")
layout.operator("object.vertex_group_clean", text="Clean")
layout.operator("object.vertex_group_levels", text="Levels")
layout.operator("object.vertex_group_fix", text="Fix Deforms")
layout.separator()
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layout.operator("paint.weight_set")
# ********** Sculpt menu **********
class VIEW3D_MT_sculpt(Menu):
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
sculpt = toolsettings.sculpt
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
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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.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_low_resolution")
layout.prop(sculpt, "show_brush")
layout.prop(sculpt, "use_deform_only")
class VIEW3D_MT_hide(Menu):
bl_label = "Hide"
def draw(self, context):
layout = self.layout
op = layout.operator("paint.hide_show", text="Show All")
op.action = 'SHOW'
op.area = 'ALL'
op = layout.operator("paint.hide_show", text="Hide Bounding Box")
op.action = 'HIDE'
op.area = 'INSIDE'
op = layout.operator("paint.hide_show", text="Show Bounding Box")
op.action = 'SHOW'
op.area = 'INSIDE'
# ********** Particle menu **********
class VIEW3D_MT_particle(Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
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(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, Menu):
_operator_name = "particle"
# ********** Pose Menu **********
class VIEW3D_MT_pose(Menu):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_pose_transform")
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layout.menu("VIEW3D_MT_pose_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.menu("VIEW3D_MT_pose_slide")
layout.menu("VIEW3D_MT_pose_propagate")
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_library")
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")
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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.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_pose_transform(Menu):
bl_label = "Clear Transform"
def draw(self, context):
layout = self.layout
layout.operator("pose.transforms_clear", text="All")
layout.separator()
layout.operator("pose.loc_clear", text="Location")
layout.operator("pose.rot_clear", text="Rotation")
layout.operator("pose.scale_clear", text="Scale")
layout.separator()
layout.operator("pose.user_transforms_clear", text="Reset unkeyed")
class VIEW3D_MT_pose_slide(Menu):
bl_label = "In-Betweens"
def draw(self, context):
layout = self.layout
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
class VIEW3D_MT_pose_propagate(Menu):
bl_label = "Propagate"
def draw(self, context):
layout = self.layout
layout.operator("pose.propagate").mode = 'WHILE_HELD'
layout.separator()
layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY'
layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY'
layout.separator()
layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS'
class VIEW3D_MT_pose_library(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(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(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(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(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, Menu):
_operator_name = "pose"
class VIEW3D_MT_pose_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
layout.operator("pose.armature_apply")
layout.operator("pose.visual_transform_apply")
class BoneOptions:
def draw(self, context):
layout = self.layout
options = [
"show_wire",
"use_deform",
"use_envelope_multiply",
"use_inherit_rotation",
"use_inherit_scale",
]
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if context.mode == 'EDIT_ARMATURE':
bone_props = bpy.types.EditBone.bl_rna.properties
data_path_iter = "selected_bones"
opt_suffix = ""
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options.append("lock")
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else: # pose-mode
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bone_props = bpy.types.Bone.bl_rna.properties
data_path_iter = "selected_pose_bones"
opt_suffix = "bone."
for opt in options:
props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name)
props.data_path_iter = data_path_iter
props.data_path_item = opt_suffix + opt
props.type = self.type
class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions):
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bl_label = "Toggle Bone Options"
type = 'TOGGLE'
class VIEW3D_MT_bone_options_enable(Menu, BoneOptions):
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bl_label = "Enable Bone Options"
type = 'ENABLE'
class VIEW3D_MT_bone_options_disable(Menu, BoneOptions):
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bl_label = "Disable Bone Options"
type = 'DISABLE'
# ********** Edit Menus, suffix from ob.type **********
class VIEW3D_MT_edit_mesh(Menu):
bl_label = "Mesh"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
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.dissolve_limited")
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(toolsettings, "use_mesh_automerge")
layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_showhide")
class VIEW3D_MT_edit_mesh_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.subdivide", text="Subdivide").smoothness = 0.0
"""
layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0
"""
layout.operator("mesh.merge", text="Merge...")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.dissolve_limited")
layout.operator("mesh.hide", text="Hide")
layout.operator("mesh.reveal", text="Reveal")
layout.operator("mesh.select_all").action = 'INVERT'
layout.operator("mesh.flip_normals")
layout.operator("mesh.vertices_smooth", text="Smooth")
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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_select_mode(Menu):
bl_label = "Mesh Select Mode"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_set_value", text="Vertex", icon='VERTEXSEL')
props.value = "(True, False, False)"
props.data_path = "tool_settings.mesh_select_mode"
props = layout.operator("wm.context_set_value", text="Edge", icon='EDGESEL')
props.value = "(False, True, False)"
props.data_path = "tool_settings.mesh_select_mode"
props = layout.operator("wm.context_set_value", text="Face", icon='FACESEL')
props.value = "(False, False, True)"
props.data_path = "tool_settings.mesh_select_mode"
class VIEW3D_MT_edit_mesh_extrude(Menu):
bl_label = "Extrude"
_extrude_funcs = {
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'VERT': lambda layout: layout.operator("mesh.extrude_vertices_move", text="Vertices Only"),
'EDGE': lambda layout: layout.operator("mesh.extrude_edges_move", text="Edges Only"),
'FACE': lambda layout: layout.operator("mesh.extrude_faces_move", text="Individual Faces"),
'REGION': lambda layout: layout.operator("view3d.edit_mesh_extrude_move_normal", text="Region"),
}
@staticmethod
def extrude_options(context):
mesh = context.object.data
select_mode = context.tool_settings.mesh_select_mode
menu = []
if mesh.total_face_sel:
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menu += ['REGION', 'FACE']
if mesh.total_edge_sel and (select_mode[0] or select_mode[1]):
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menu += ['EDGE']
if mesh.total_vert_sel and select_mode[0]:
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menu += ['VERT']
# should never get here
return menu
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
for menu_id in self.extrude_options(context):
self._extrude_funcs[menu_id](layout)
class VIEW3D_MT_edit_mesh_vertices(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_move")
layout.operator("mesh.split")
layout.operator("mesh.separate")
layout.operator("mesh.vert_connect")
layout.separator()
layout.operator("mesh.vertices_smooth")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.vertices_sort")
layout.operator("mesh.vertices_randomize")
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(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").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp").clear = False
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("mesh.bridge_edge_loops", text="Bridge Two Edge Loops")
layout.separator()
layout.operator("TRANSFORM_OT_edge_slide")
layout.operator("TRANSFORM_OT_edge_crease")
layout.operator("mesh.loop_multi_select", text="Edge Loop").ring = False
#~ 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(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.quads_convert_to_tris")
layout.operator("mesh.tris_convert_to_quads")
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("mesh.uvs_reverse")
layout.operator_menu_enum("mesh.colors_rotate", "direction")
layout.operator("mesh.colors_reverse")
class VIEW3D_MT_edit_mesh_normals(Menu):
bl_label = "Normals"
def draw(self, context):
layout = self.layout
layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False
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, 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
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toolsettings = 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(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_showhide")
class VIEW3D_MT_edit_curve(Menu):
bl_label = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(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.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(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(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, Menu):
_operator_name = "curve"
class VIEW3D_MT_edit_surface(Menu):
bl_label = "Surface"
draw = draw_curve
class VIEW3D_MT_edit_font(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(Menu):
bl_label = "Special Characters"
def draw(self, context):
layout = self.layout
layout.operator("font.text_insert", text="Copyright|Alt C").text = "\u00A9"
layout.operator("font.text_insert", text="Registered Trademark|Alt R").text = "\u00AE"
layout.separator()
layout.operator("font.text_insert", text="Degree Sign|Alt G").text = "\u00B0"
layout.operator("font.text_insert", text="Multiplication Sign|Alt x").text = "\u00D7"
layout.operator("font.text_insert", text="Circle|Alt .").text = "\u008A"
layout.operator("font.text_insert", text="Superscript 1|Alt 1").text = "\u00B9"
layout.operator("font.text_insert", text="Superscript 2|Alt 2").text = "\u00B2"
layout.operator("font.text_insert", text="Superscript 3|Alt 3").text = "\u00B3"
layout.operator("font.text_insert", text="Double >>|Alt >").text = "\u00BB"
layout.operator("font.text_insert", text="Double <<|Alt <").text = "\u00AB"
layout.operator("font.text_insert", text="Promillage|Alt %").text = "\u2030"
layout.separator()
layout.operator("font.text_insert", text="Dutch Florin|Alt F").text = "\u00A4"
layout.operator("font.text_insert", text="British Pound|Alt L").text = "\u00A3"
layout.operator("font.text_insert", text="Japanese Yen|Alt Y").text = "\u00A5"
layout.separator()
layout.operator("font.text_insert", text="German S|Alt S").text = "\u00DF"
layout.operator("font.text_insert", text="Spanish Question Mark|Alt ?").text = "\u00BF"
layout.operator("font.text_insert", text="Spanish Exclamation Mark|Alt !").text = "\u00A1"
class VIEW3D_MT_edit_meta(Menu):
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
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(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_meta_showhide")
class VIEW3D_MT_edit_meta_showhide(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(Menu):
bl_label = "Lattice"
def draw(self, context):
layout = self.layout
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toolsettings = 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(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
class VIEW3D_MT_edit_armature(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")
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", 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.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_armature_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("armature.subdivide", 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(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(Menu):
bl_label = "Bone Roll"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("armature.calculate_roll", "type")
layout.separator()
layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
# ********** Panel **********
class VIEW3D_PT_view3d_properties(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
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="")
lock_object = view.lock_object
if lock_object:
if lock_object.type == 'ARMATURE':
col.prop_search(view, "lock_bone", lock_object.data, "edit_bones" if lock_object.mode == 'EDIT' else "bones", text="")
else:
col.prop(view, "lock_cursor", text="Lock to Cursor")
col = layout.column()
col.prop(view, "lock_camera")
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="")
class VIEW3D_PT_view3d_cursor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "3D Cursor"
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
layout.column().prop(view, "cursor_location", text="Location")
class VIEW3D_PT_view3d_name(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(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
scene = context.scene
gs = 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_scale", text="Scale")
subsub = sub.column(align=True)
subsub.active = scene.unit_settings.system == 'NONE'
subsub.prop(view, "grid_subdivisions", text="Subdivisions")
if not scene.render.use_shading_nodes:
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_motion_tracking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Motion Tracking"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw_header(self, context):
view = context.space_data
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self.layout.prop(view, "show_reconstruction", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.active = view.show_reconstruction
col.prop(view, "show_bundle_names")
col.prop(view, "show_camera_path")
col.label(text="Tracks:")
col.prop(view, "tracks_draw_type", text="")
col.prop(view, "tracks_draw_size", text="Size")
class VIEW3D_PT_view3d_meshdisplay(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 local-mode
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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_face_angle")
col.prop(mesh, "show_extra_face_area")
if bpy.app.debug:
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col.prop(mesh, "show_extra_indices")
class VIEW3D_PT_view3d_curvedisplay(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(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Background Images"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
view = context.space_data
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self.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.background_image_add", 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)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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if bg.source == 'IMAGE' and bg.image:
row.prop(bg.image, "name", text="", emboss=False)
elif bg.source == 'MOVIE_CLIP' and bg.clip:
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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row.prop(bg.clip, "name", text="", emboss=False)
else:
row.label(text="Not Set")
if bg.show_background_image:
row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_OFF')
else:
row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_ON')
row.operator("view3d.background_image_remove", 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()
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
row.prop(bg, "source", expand=True)
has_bg = False
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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if bg.source == 'IMAGE':
row = box.row()
row.template_ID(bg, "image", open="image.open")
if (bg.image):
box.template_image(bg, "image", bg.image_user, compact=True)
has_bg = True
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
elif bg.source == 'MOVIE_CLIP':
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
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box.prop(bg, 'use_camera_clip')
column = box.column()
column.active = not bg.use_camera_clip
column.template_ID(bg, "clip", open="clip.open")
if bg.clip:
column.template_movieclip(bg, "clip", compact=True)
if bg.use_camera_clip or bg.clip:
has_bg = True
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
column = box.column()
column.active = has_bg
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
column.prop(bg.clip_user, "proxy_render_size", text="")
column.prop(bg.clip_user, "use_render_undistorted")
if has_bg:
box.prop(bg, "opacity", 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(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
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orientation = view.current_orientation
row = layout.row(align=True)
row.prop(view, "transform_orientation", text="")
row.operator("transform.create_orientation", text="", icon='ZOOMIN')
if orientation:
row = layout.row(align=True)
row.prop(orientation, "name", text="")
row.operator("transform.delete_orientation", text="", icon="X")
class VIEW3D_PT_etch_a_ton(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(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
member = VIEW3D_PT_context_properties._active_context_member(context)
if member:
# Draw with no edit button
rna_prop_ui.draw(self.layout, context, member, object, False)
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)