blender/release/scripts/ui/properties_data_modifier.py
Campbell Barton 95069f2909 pep8 changes
2010-01-31 14:46:28 +00:00

733 lines
22 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
narrowmod = 260
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
compact_mod = context.region.width < narrowmod
layout.operator_menu_enum("object.modifier_add", "type")
for md in ob.modifiers:
box = layout.template_modifier(md, compact=compact_mod)
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()
if md.mode == 'ARMATURE':
col.label(text="Armature:")
col.prop(md, "armature", text="")
elif md.mode == 'VERTEX_GROUP':
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")
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.operator("object.multires_reshape", text="Reshape")
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 SOLIDIFY(self, layout, ob, md, wide_ui):
layout.prop(md, "offset")
split = layout.split()
col = split.column()
col.label(text="Crease:")
col.prop(md, "edge_crease_inner", text="Inner")
col.prop(md, "edge_crease_outer", text="Outer")
col.prop(md, "edge_crease_rim", text="Rim")
if wide_ui:
col = split.column()
col.label()
col.prop(md, "use_rim")
col.prop(md, "use_even_offset")
col.prop(md, "use_quality_normals")
# col = layout.column()
# col.label(text="Vertex Group:")
# col.prop_object(md, "vertex_group", ob, "vertex_groups", text="")
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="Image:")
col.prop(md, "image", text="")
if wide_ui:
col = split.column()
col.label(text="UV Layer:")
col.prop_object(md, "uv_layer", ob.data, "uv_textures", 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)