blender/release/scripts/startup/bl_ui/properties_data_mesh.py
Sv. Lockal dd2d54bae9 Use own list of actions for Vertex Group Lock operator instead of reusing Select All actions.
Previous actions and descriptions were confusing, e. g. UnLock All used the description of Deselect All.
2012-12-12 10:21:24 +00:00

347 lines
12 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
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# of the License, or (at your option) any later version.
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# 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.
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# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel
from rna_prop_ui import PropertyPanel
class MESH_MT_vertex_group_specials(Menu):
bl_label = "Vertex Group Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
layout.operator("object.vertex_group_sort", icon='SORTALPHA')
layout.operator("object.vertex_group_copy", icon='COPY_ID')
layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT')
layout.operator("object.vertex_group_remove", icon='X', text="Delete All").all = True
layout.separator()
layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'LOCK'
layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'UNLOCK'
layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT'
class MESH_MT_shape_key_specials(Menu):
bl_label = "Shape Key Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT')
layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True
class MeshButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return context.mesh and (engine in cls.COMPAT_ENGINES)
class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
ob = context.object
mesh = context.mesh
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif mesh:
layout.template_ID(space, "pin_id")
class DATA_PT_normals(MeshButtonsPanel, Panel):
bl_label = "Normals"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
mesh = context.mesh
split = layout.split()
col = split.column()
col.prop(mesh, "use_auto_smooth")
sub = col.column()
sub.active = mesh.use_auto_smooth
sub.prop(mesh, "auto_smooth_angle", text="Angle")
split.prop(mesh, "show_double_sided")
class DATA_PT_texture_space(MeshButtonsPanel, Panel):
bl_label = "Texture Space"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
mesh = context.mesh
layout.prop(mesh, "texture_mesh")
layout.separator()
layout.prop(mesh, "use_auto_texspace")
row = layout.row()
row.column().prop(mesh, "texspace_location", text="Location")
row.column().prop(mesh, "texspace_size", text="Size")
class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
bl_label = "Vertex Groups"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
group = ob.vertex_groups.active
rows = 2
if group:
rows = 5
row = layout.row()
row.template_list(ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
col = row.column(align=True)
col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="").all = False
col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if group:
row = layout.row()
row.prop(group, "name")
if ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)):
row = layout.row()
sub = row.row(align=True)
sub.operator("object.vertex_group_assign", text="Assign").new = False
sub.operator("object.vertex_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("object.vertex_group_select", text="Select")
sub.operator("object.vertex_group_deselect", text="Deselect")
layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
bl_label = "Shape Keys"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
ob = context.object
key = ob.data.shape_keys
kb = ob.active_shape_key
enable_edit = ob.mode != 'EDIT'
enable_edit_value = False
if ob.show_only_shape_key is False:
if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode):
enable_edit_value = True
row = layout.row()
rows = 2
if kb:
rows = 5
row.template_list(key, "key_blocks", ob, "active_shape_key_index", rows=rows)
col = row.column()
sub = col.column(align=True)
sub.operator("object.shape_key_add", icon='ZOOMIN', text="").from_mix = False
sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="")
sub.menu("MESH_MT_shape_key_specials", icon='DOWNARROW_HLT', text="")
if kb:
col.separator()
sub = col.column(align=True)
sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
split = layout.split(percentage=0.4)
row = split.row()
row.enabled = enable_edit
row.prop(key, "use_relative")
row = split.row()
row.alignment = 'RIGHT'
sub = row.row(align=True)
sub.label() # XXX, for alignment only
subsub = sub.row(align=True)
subsub.active = enable_edit_value
subsub.prop(ob, "show_only_shape_key", text="")
sub.prop(ob, "use_shape_key_edit_mode", text="")
sub = row.row()
if key.use_relative:
sub.operator("object.shape_key_clear", icon='X', text="")
else:
sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
row = layout.row()
row.prop(kb, "name")
if key.use_relative:
if ob.active_shape_key_index != 0:
row = layout.row()
row.active = enable_edit_value
row.prop(kb, "value")
split = layout.split()
col = split.column(align=True)
col.active = enable_edit_value
col.label(text="Range:")
col.prop(kb, "slider_min", text="Min")
col.prop(kb, "slider_max", text="Max")
col = split.column(align=True)
col.active = enable_edit_value
col.label(text="Blend:")
col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="")
col.prop_search(kb, "relative_key", key, "key_blocks", text="")
else:
layout.prop(kb, "interpolation")
row = layout.column()
row.active = enable_edit_value
row.prop(key, "eval_time")
row.prop(key, "slurph")
class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
bl_label = "UV Maps"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "uv_textures", me.uv_textures, "active_index", rows=2)
col = row.column(align=True)
col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
lay = me.uv_textures.active
if lay:
layout.prop(lay, "name")
class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
bl_label = "Vertex Colors"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
col = row.column(align=True)
col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
lay = me.vertex_colors.active
if lay:
layout.prop(lay, "name")
class DATA_PT_customdata(MeshButtonsPanel, Panel):
bl_label = "Geometry Data"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
# me = context.mesh
col = layout.column()
# sticky has no UI access since 2.49 - we may remove
'''
row = col.row(align=True)
row.operator("mesh.customdata_create_sticky")
row.operator("mesh.customdata_clear_sticky", icon='X')
'''
col.operator("mesh.customdata_clear_mask", icon='X')
col.operator("mesh.customdata_clear_skin", icon='X')
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
_property_type = bpy.types.Mesh
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)