blender/release/scripts/ui/properties_data_modifier.py
Brecht Van Lommel acadb8c39f Sculpt Branch:
Revised external multires file saving. Now it is more manual in that you
have to specify where to save it, like an image file, but still saved at
the same time as the .blend. It would ideally be automatic, but this is
difficult to implement, so for now this should at least be more reliable.
2009-12-10 14:26:06 +00:00

709 lines
21 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
# 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,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
class DataButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
class DATA_PT_modifiers(DataButtonsPanel):
bl_label = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
wide_ui = context.region.width > narrowui
row = layout.row()
row.operator_menu_enum("object.modifier_add", "type")
if wide_ui:
row.label()
for md in ob.modifiers:
box = layout.template_modifier(md)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, md.type)(box, ob, md, wide_ui)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def ARMATURE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group::")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
split = layout.split()
col = split.column()
col.label(text="Bind To:")
col.prop(md, "use_vertex_groups", text="Vertex Groups")
col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
if wide_ui:
col = split.column()
col.label(text="Deformation:")
col.prop(md, "quaternion")
col.prop(md, "multi_modifier")
def ARRAY(self, layout, ob, md, wide_ui):
if wide_ui:
layout.prop(md, "fit_type")
else:
layout.prop(md, "fit_type", text="")
if md.fit_type == 'FIXED_COUNT':
layout.prop(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.prop(md, "length")
elif md.fit_type == 'FIT_CURVE':
layout.prop(md, "curve")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "constant_offset")
sub = col.column()
sub.active = md.constant_offset
sub.prop(md, "constant_offset_displacement", text="")
col.separator()
col.prop(md, "merge_adjacent_vertices", text="Merge")
sub = col.column()
sub.active = md.merge_adjacent_vertices
sub.prop(md, "merge_end_vertices", text="First Last")
sub.prop(md, "merge_distance", text="Distance")
if wide_ui:
col = split.column()
col.prop(md, "relative_offset")
sub = col.column()
sub.active = md.relative_offset
sub.prop(md, "relative_offset_displacement", text="")
col.separator()
col.prop(md, "add_offset_object")
sub = col.column()
sub.active = md.add_offset_object
sub.prop(md, "offset_object", text="")
layout.separator()
col = layout.column()
col.prop(md, "start_cap")
col.prop(md, "end_cap")
def BEVEL(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "width")
if wide_ui:
col = split.column()
col.prop(md, "only_vertices")
layout.label(text="Limit Method:")
layout.row().prop(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.prop(md, "angle")
elif md.limit_method == 'WEIGHT':
layout.row().prop(md, "edge_weight_method", expand=True)
def BOOLEAN(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Operation:")
col.prop(md, "operation", text="")
if wide_ui:
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
def BUILD(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "start")
col.prop(md, "length")
if wide_ui:
col = split.column()
col.prop(md, "randomize")
sub = col.column()
sub.active = md.randomize
sub.prop(md, "seed")
def CAST(self, layout, ob, md, wide_ui):
split = layout.split(percentage=0.25)
if wide_ui:
split.label(text="Cast Type:")
split.prop(md, "cast_type", text="")
else:
layout.prop(md, "cast_type", text="")
split = layout.split(percentage=0.25)
col = split.column()
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "radius")
col.prop(md, "size")
col.prop(md, "from_radius")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
if wide_ui:
col = split.column()
col.label(text="Control Object:")
col.prop(md, "object", text="")
if md.object:
col.prop(md, "use_transform")
def CLOTH(self, layout, ob, md, wide_ui):
layout.label(text="See Cloth panel.")
def COLLISION(self, layout, ob, md, wide_ui):
layout.label(text="See Collision panel.")
def CURVE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Deformation Axis:")
layout.row().prop(md, "deform_axis", expand=True)
def DECIMATE(self, layout, ob, md, wide_ui):
layout.prop(md, "ratio")
layout.prop(md, "face_count")
def DISPLACE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.prop(md, "texture", text="")
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
if wide_ui:
col = split.column()
col.label(text="Direction:")
col.prop(md, "direction", text="")
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coordinates", text="")
if md.texture_coordinates == 'OBJECT':
layout.prop(md, "texture_coordinate_object", text="Object")
elif md.texture_coordinates == 'UV' and ob.type == 'MESH':
layout.prop_object(md, "uv_layer", ob.data, "uv_textures")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "midlevel")
if wide_ui:
col = split.column()
col.prop(md, "strength")
def EDGE_SPLIT(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.prop(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.prop(md, "split_angle")
if wide_ui:
col = split.column()
col.prop(md, "use_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Vertex group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "protect")
if wide_ui:
col = split.column()
col.prop(md, "split_edges")
col.prop(md, "unborn")
col.prop(md, "alive")
col.prop(md, "dead")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(self, layout, ob, md, wide_ui):
layout.label(text="See Fluid panel.")
def HOOK(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_object(md, "subtarget", md.object.data, "bones", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "falloff")
col.prop(md, "force", slider=True)
if wide_ui:
col = split.column()
else:
col.separator()
col.operator("object.hook_reset", text="Reset")
col.operator("object.hook_recenter", text="Recenter")
if ob.mode == 'EDIT':
layout.separator()
row = layout.row()
row.operator("object.hook_select", text="Select")
row.operator("object.hook_assign", text="Assign")
def LATTICE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def MASK(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
if md.mode == 'ARMATURE':
col.prop(md, "armature", text="")
elif md.mode == 'VERTEX_GROUP':
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
def MESH_DEFORM(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
sub = col.column()
sub.label(text="Object:")
sub.prop(md, "object", text="")
sub.prop(md, "mode", text="")
sub.active = not md.is_bound
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert")
layout.separator()
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind")
else:
layout.operator("object.meshdeform_bind", text="Bind")
if md.mode == 'VOLUME':
split = layout.split()
col = split.column()
col.prop(md, "precision")
if wide_ui:
col = split.column()
col.prop(md, "dynamic")
def MIRROR(self, layout, ob, md, wide_ui):
layout.prop(md, "merge_limit")
if wide_ui:
split = layout.split(percentage=0.25)
else:
split = layout.split(percentage=0.4)
col = split.column()
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
if wide_ui:
col = split.column()
else:
subsplit = layout.split()
col = subsplit.column()
col.label(text="Options:")
col.prop(md, "clip", text="Clipping")
col.prop(md, "mirror_vertex_groups", text="Vertex Groups")
col = split.column()
col.label(text="Textures:")
col.prop(md, "mirror_u", text="U")
col.prop(md, "mirror_v", text="V")
col = layout.column()
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
def MULTIRES(self, layout, ob, md, wide_ui):
if wide_ui:
layout.row().prop(md, "subdivision_type", expand=True)
else:
layout.row().prop(md, "subdivision_type", text="")
split = layout.split()
col = split.column()
col.prop(md, "levels", text="Preview")
col.prop(md, "sculpt_levels", text="Sculpt")
col.prop(md, "render_levels", text="Render")
if wide_ui:
col = split.column()
col.enabled = ob.mode != 'EDIT'
col.operator("object.multires_subdivide", text="Subdivide")
col.operator("object.multires_higher_levels_delete", text="Delete Higher")
col.prop(md, "optimal_display")
layout.separator()
col = layout.column()
row = col.row()
if md.external:
row.operator("object.multires_pack_external", text="Pack External")
row.label()
row = col.row()
row.prop(md, "filename", text="")
else:
row.operator("object.multires_save_external", text="Save External...")
row.label()
def PARTICLE_INSTANCE(self, layout, ob, md, wide_ui):
layout.prop(md, "object")
layout.prop(md, "particle_system_number", text="Particle System")
split = layout.split()
col = split.column()
col.label(text="Create From:")
col.prop(md, "normal")
col.prop(md, "children")
col.prop(md, "size")
if wide_ui:
col = split.column()
col.label(text="Show Particles When:")
col.prop(md, "alive")
col.prop(md, "unborn")
col.prop(md, "dead")
layout.separator()
layout.prop(md, "path", text="Create Along Paths")
split = layout.split()
split.active = md.path
col = split.column()
col.row().prop(md, "axis", expand=True)
col.prop(md, "keep_shape")
if wide_ui:
col = split.column()
col.prop(md, "position", slider=True)
col.prop(md, "random_position", text="Random", slider=True)
def PARTICLE_SYSTEM(self, layout, ob, md, wide_ui):
layout.label(text="See Particle panel.")
def SHRINKWRAP(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Target:")
col.prop(md, "target", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.prop(md, "offset")
col.prop(md, "subsurf_levels")
if wide_ui:
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
if wide_ui:
split = layout.split(percentage=0.25)
else:
split = layout.split(percentage=0.35)
col = split.column()
if md.mode == 'PROJECT':
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.label(text="Direction:")
col.prop(md, "negative")
col.prop(md, "positive")
if wide_ui:
col = split.column()
else:
subsplit = layout.split()
col = subsplit.column()
col.label(text="Cull Faces:")
col.prop(md, "cull_front_faces", text="Front")
col.prop(md, "cull_back_faces", text="Back")
layout.label(text="Auxiliary Target:")
layout.prop(md, "auxiliary_target", text="")
elif md.mode == 'NEAREST_SURFACEPOINT':
layout.prop(md, "keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
if wide_ui:
col = split.column()
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.label(text="Origin:")
col.prop(md, "origin", text="")
sub = col.column()
sub.active = (md.origin != "")
sub.prop(md, "relative")
if wide_ui:
col = split.column()
col.label(text="Deform:")
col.prop(md, "factor")
col.prop(md, "limits", slider=True)
if md.mode in ('TAPER', 'STRETCH'):
col.prop(md, "lock_x_axis")
col.prop(md, "lock_y_axis")
def SMOKE(self, layout, ob, md, wide_ui):
layout.label(text="See Smoke panel.")
def SMOOTH(self, layout, ob, md, wide_ui):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "repeat")
col.label(text="Vertex Group:")
col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(self, layout, ob, md, wide_ui):
layout.label(text="See Soft Body panel.")
def SUBSURF(self, layout, ob, md, wide_ui):
if wide_ui:
layout.row().prop(md, "subdivision_type", expand=True)
else:
layout.row().prop(md, "subdivision_type", text="")
split = layout.split()
col = split.column()
col.label(text="Subdivisions:")
col.prop(md, "levels", text="View")
col.prop(md, "render_levels", text="Render")
if wide_ui:
col = split.column()
col.label(text="Options:")
col.prop(md, "optimal_display")
def SURFACE(self, layout, ob, md, wide_ui):
layout.label(text="See Fields panel.")
def UV_PROJECT(self, layout, ob, md, wide_ui):
if ob.type == 'MESH':
split = layout.split()
col = split.column()
col.label(text="UV Layer:")
col.prop_object(md, "uv_layer", ob.data, "uv_textures", text="")
if wide_ui:
col = split.column()
col.label(text="Image:")
col.prop(md, "image", text="")
split = layout.split()
col = split.column()
col.prop(md, "override_image")
col.prop(md, "num_projectors", text="Projectors")
for proj in md.projectors:
col.prop(proj, "object", text="")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.label(text="Aspect Ratio:")
sub.prop(md, "horizontal_aspect_ratio", text="Horizontal")
sub.prop(md, "vertical_aspect_ratio", text="Vertical")
def WAVE(self, layout, ob, md, wide_ui):
split = layout.split()
col = split.column()
col.label(text="Motion:")
col.prop(md, "x")
col.prop(md, "y")
col.prop(md, "cyclic")
if wide_ui:
col = split.column()
col.prop(md, "normals")
sub = col.column()
sub.active = md.normals
sub.prop(md, "x_normal", text="X")
sub.prop(md, "y_normal", text="Y")
sub.prop(md, "z_normal", text="Z")
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(md, "time_offset", text="Offset")
sub.prop(md, "lifetime", text="Life")
col.prop(md, "damping_time", text="Damping")
if wide_ui:
col = split.column()
col.label(text="Position:")
sub = col.column(align=True)
sub.prop(md, "start_position_x", text="X")
sub.prop(md, "start_position_y", text="Y")
col.prop(md, "falloff_radius", text="Falloff")
layout.separator()
layout.prop(md, "start_position_object")
layout.prop_object(md, "vertex_group", ob, "vertex_groups")
layout.prop(md, "texture")
layout.prop(md, "texture_coordinates")
if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH':
layout.prop_object(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coordinates == 'OBJECT':
layout.prop(md, "texture_coordinates_object")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "speed", slider=True)
col.prop(md, "height", slider=True)
if wide_ui:
col = split.column()
col.prop(md, "width", slider=True)
col.prop(md, "narrowness", slider=True)
bpy.types.register(DATA_PT_modifiers)