blender/release/scripts/startup/bl_ui/properties_data_modifier.py
Bastien Montagne 79d8617424 Transfer data: add modifier.
Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
2015-01-10 00:04:43 +01:00

1346 lines
42 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from bpy.app.translations import pgettext_iface as iface_
class ModifierButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
bl_options = {'HIDE_HEADER'}
class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
bl_label = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
layout.operator_menu_enum("object.modifier_add", "type")
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)
# 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):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col.prop(md, "use_deform_preserve_volume")
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")
layout.separator()
split = layout.split()
row = split.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split.prop(md, "use_multi_modifier")
def ARRAY(self, layout, ob, md):
layout.prop(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.prop(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.prop(md, "fit_length")
elif md.fit_type == 'FIT_CURVE':
layout.prop(md, "curve")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "use_constant_offset")
sub = col.column()
sub.active = md.use_constant_offset
sub.prop(md, "constant_offset_displace", text="")
col.separator()
col.prop(md, "use_merge_vertices", text="Merge")
sub = col.column()
sub.active = md.use_merge_vertices
sub.prop(md, "use_merge_vertices_cap", text="First Last")
sub.prop(md, "merge_threshold", text="Distance")
col = split.column()
col.prop(md, "use_relative_offset")
sub = col.column()
sub.active = md.use_relative_offset
sub.prop(md, "relative_offset_displace", text="")
col.separator()
col.prop(md, "use_object_offset")
sub = col.column()
sub.active = md.use_object_offset
sub.prop(md, "offset_object", text="")
layout.separator()
layout.prop(md, "start_cap")
layout.prop(md, "end_cap")
def BEVEL(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "width")
col.prop(md, "segments")
col.prop(md, "profile")
col.prop(md, "material")
col = split.column()
col.prop(md, "use_only_vertices")
col.prop(md, "use_clamp_overlap")
layout.label(text="Limit Method:")
layout.row().prop(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.prop(md, "angle_limit")
elif md.limit_method == 'VGROUP':
layout.label(text="Vertex Group:")
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Width Method:")
layout.row().prop(md, "offset_type", expand=True)
def BOOLEAN(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Operation:")
col.prop(md, "operation", text="")
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
def BUILD(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "frame_start")
col.prop(md, "frame_duration")
col.prop(md, "use_reverse")
col = split.column()
col.prop(md, "use_random_order")
sub = col.column()
sub.active = md.use_random_order
sub.prop(md, "seed")
def MESH_CACHE(self, layout, ob, md):
layout.prop(md, "cache_format")
layout.prop(md, "filepath")
layout.label(text="Evaluation:")
layout.prop(md, "factor", slider=True)
layout.prop(md, "deform_mode")
layout.prop(md, "interpolation")
layout.label(text="Time Mapping:")
row = layout.row()
row.prop(md, "time_mode", expand=True)
row = layout.row()
row.prop(md, "play_mode", expand=True)
if md.play_mode == 'SCENE':
layout.prop(md, "frame_start")
layout.prop(md, "frame_scale")
else:
time_mode = md.time_mode
if time_mode == 'FRAME':
layout.prop(md, "eval_frame")
elif time_mode == 'TIME':
layout.prop(md, "eval_time")
elif time_mode == 'FACTOR':
layout.prop(md, "eval_factor")
layout.label(text="Axis Mapping:")
split = layout.split(percentage=0.5, align=True)
split.alert = (md.forward_axis[-1] == md.up_axis[-1])
split.label("Forward/Up Axis:")
split.prop(md, "forward_axis", text="")
split.prop(md, "up_axis", text="")
split = layout.split(percentage=0.5)
split.label(text="Flip Axis:")
row = split.row()
row.prop(md, "flip_axis")
def CAST(self, layout, ob, md):
split = layout.split(percentage=0.25)
split.label(text="Cast Type:")
split.prop(md, "cast_type", text="")
split = layout.split(percentage=0.25)
col = split.column()
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "radius")
col.prop(md, "size")
col.prop(md, "use_radius_as_size")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
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):
layout.label(text="Settings are inside the Physics tab")
def COLLISION(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def CURVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(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):
decimate_type = md.decimate_type
row = layout.row()
row.prop(md, "decimate_type", expand=True)
if decimate_type == 'COLLAPSE':
layout.prop(md, "ratio")
split = layout.split()
row = split.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split.prop(md, "use_collapse_triangulate")
elif decimate_type == 'UNSUBDIV':
layout.prop(md, "iterations")
else: # decimate_type == 'DISSOLVE':
layout.prop(md, "angle_limit")
layout.prop(md, "use_dissolve_boundaries")
layout.label("Delimit:")
row = layout.row()
row.prop(md, "delimit")
layout.label(text=iface_("Face Count: %d") % md.face_count, translate=False)
def DISPLACE(self, layout, ob, md):
has_texture = (md.texture is not None)
col = layout.column(align=True)
col.label(text="Texture:")
col.template_ID(md, "texture", new="texture.new")
split = layout.split()
col = split.column(align=True)
col.label(text="Direction:")
col.prop(md, "direction", text="")
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column(align=True)
col.active = has_texture
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
col.label(text="Object:")
col.prop(md, "texture_coords_object", text="")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
layout.separator()
row = layout.row()
row.prop(md, "mid_level")
row.prop(md, "strength")
def DYNAMIC_PAINT(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def EDGE_SPLIT(self, layout, ob, md):
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")
split.prop(md, "use_edge_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "protect")
col.label(text="Particle UV")
col.prop_search(md, "particle_uv", ob.data, "uv_textures", text="")
col = split.column()
col.prop(md, "use_edge_cut")
col.prop(md, "show_unborn")
col.prop(md, "show_alive")
col.prop(md, "show_dead")
col.prop(md, "use_size")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def HOOK(self, layout, ob, md):
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_search(md, "subtarget", md.object.data, "bones", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(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)
col = split.column()
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 LAPLACIANDEFORM(self, layout, ob, md):
is_bind = md.is_bind
layout.prop(md, "iterations")
row = layout.row()
row.active = not is_bind
row.label(text="Anchors Vertex Group:")
row = layout.row()
row.enabled = not is_bind
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
row = layout.row()
row.enabled = bool(md.vertex_group)
row.operator("object.laplaciandeform_bind", text="Unbind" if is_bind else "Bind")
def LAPLACIANSMOOTH(self, layout, ob, md):
layout.prop(md, "iterations")
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.label(text="Lambda:")
col.prop(md, "lambda_factor", text="Factor")
col.prop(md, "lambda_border", text="Border")
col.separator()
col.prop(md, "use_volume_preserve")
col.prop(md, "use_normalized")
layout.label(text="Vertex Group:")
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def LATTICE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
layout.prop(md, "strength", slider=True)
def MASK(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
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:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
def MESH_DEFORM(self, layout, ob, md):
split = layout.split()
col = split.column()
col.active = not md.is_bound
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
layout.separator()
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind")
else:
layout.operator("object.meshdeform_bind", text="Bind")
row = layout.row()
row.prop(md, "precision")
row.prop(md, "use_dynamic_bind")
def MIRROR(self, layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.label(text="Options:")
col.prop(md, "use_mirror_merge", text="Merge")
col.prop(md, "use_clip", text="Clipping")
col.prop(md, "use_mirror_vertex_groups", text="Vertex Groups")
col = split.column()
col.label(text="Textures:")
col.prop(md, "use_mirror_u", text="U")
col.prop(md, "use_mirror_v", text="V")
col = layout.column()
if md.use_mirror_merge is True:
col.prop(md, "merge_threshold")
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
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")
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.operator("object.multires_base_apply", text="Apply Base")
col.prop(md, "use_subsurf_uv")
col.prop(md, "show_only_control_edges")
layout.separator()
col = layout.column()
row = col.row()
if md.is_external:
row.operator("object.multires_external_pack", text="Pack External")
row.label()
row = col.row()
row.prop(md, "filepath", text="")
else:
row.operator("object.multires_external_save", text="Save External...")
row.label()
def OCEAN(self, layout, ob, md):
if not bpy.app.build_options.mod_oceansim:
layout.label("Built without OceanSim modifier")
return
layout.prop(md, "geometry_mode")
if md.geometry_mode == 'GENERATE':
row = layout.row()
row.prop(md, "repeat_x")
row.prop(md, "repeat_y")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "time")
col.prop(md, "depth")
col.prop(md, "random_seed")
col = split.column()
col.prop(md, "resolution")
col.prop(md, "size")
col.prop(md, "spatial_size")
layout.label("Waves:")
split = layout.split()
col = split.column()
col.prop(md, "choppiness")
col.prop(md, "wave_scale", text="Scale")
col.prop(md, "wave_scale_min")
col.prop(md, "wind_velocity")
col = split.column()
col.prop(md, "wave_alignment", text="Alignment")
sub = col.column()
sub.active = (md.wave_alignment > 0.0)
sub.prop(md, "wave_direction", text="Direction")
sub.prop(md, "damping")
layout.separator()
layout.prop(md, "use_normals")
split = layout.split()
col = split.column()
col.prop(md, "use_foam")
sub = col.row()
sub.active = md.use_foam
sub.prop(md, "foam_coverage", text="Coverage")
col = split.column()
col.active = md.use_foam
col.label("Foam Data Layer Name:")
col.prop(md, "foam_layer_name", text="")
layout.separator()
if md.is_cached:
layout.operator("object.ocean_bake", text="Free Bake").free = True
else:
layout.operator("object.ocean_bake").free = False
split = layout.split()
split.enabled = not md.is_cached
col = split.column(align=True)
col.prop(md, "frame_start", text="Start")
col.prop(md, "frame_end", text="End")
col = split.column(align=True)
col.label(text="Cache path:")
col.prop(md, "filepath", text="")
split = layout.split()
split.enabled = not md.is_cached
col = split.column()
col.active = md.use_foam
col.prop(md, "bake_foam_fade")
col = split.column()
def PARTICLE_INSTANCE(self, layout, ob, md):
layout.prop(md, "object")
layout.prop(md, "particle_system_index", text="Particle System")
split = layout.split()
col = split.column()
col.label(text="Create From:")
col.prop(md, "use_normal")
col.prop(md, "use_children")
col.prop(md, "use_size")
col = split.column()
col.label(text="Show Particles When:")
col.prop(md, "show_alive")
col.prop(md, "show_unborn")
col.prop(md, "show_dead")
layout.separator()
layout.prop(md, "use_path", text="Create Along Paths")
split = layout.split()
split.active = md.use_path
col = split.column()
col.row().prop(md, "axis", expand=True)
col.prop(md, "use_preserve_shape")
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):
layout.label(text="Settings can be found inside the Particle context")
def SCREW(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "axis")
col.prop(md, "object", text="AxisOb")
col.prop(md, "angle")
col.prop(md, "steps")
col.prop(md, "render_steps")
col.prop(md, "use_smooth_shade")
col = split.column()
row = col.row()
row.active = (md.object is None or md.use_object_screw_offset is False)
row.prop(md, "screw_offset")
row = col.row()
row.active = (md.object is not None)
row.prop(md, "use_object_screw_offset")
col.prop(md, "use_normal_calculate")
col.prop(md, "use_normal_flip")
col.prop(md, "iterations")
col.prop(md, "use_stretch_u")
col.prop(md, "use_stretch_v")
def SHRINKWRAP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Target:")
col.prop(md, "target", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.prop(md, "offset")
col = split.column()
col.label(text="Mode:")
col.prop(md, "wrap_method", text="")
if md.wrap_method == 'PROJECT':
split = layout.split()
col = split.column()
col.prop(md, "subsurf_levels")
col = split.column()
col.prop(md, "project_limit", text="Limit")
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_project_x")
col.prop(md, "use_project_y")
col.prop(md, "use_project_z")
col = split.column()
col.label(text="Direction:")
col.prop(md, "use_negative_direction")
col.prop(md, "use_positive_direction")
col = split.column()
col.label(text="Cull Faces:")
col.prop(md, "cull_face", expand=True)
layout.prop(md, "auxiliary_target")
elif md.wrap_method == 'NEAREST_SURFACEPOINT':
layout.prop(md, "use_keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md):
layout.row().prop(md, "deform_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.label(text="Origin:")
col.prop(md, "origin", text="")
if md.deform_method in {'TAPER', 'STRETCH', 'TWIST'}:
col.label(text="Lock:")
col.prop(md, "lock_x")
col.prop(md, "lock_y")
col = split.column()
col.label(text="Deform:")
if md.deform_method in {'TAPER', 'STRETCH'}:
col.prop(md, "factor")
else:
col.prop(md, "angle")
col.prop(md, "limits", slider=True)
def SMOKE(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SMOOTH(self, layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "iterations")
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SOLIDIFY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "thickness")
col.prop(md, "thickness_clamp")
col.separator()
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
sub = col.row()
sub.active = bool(md.vertex_group)
sub.prop(md, "thickness_vertex_group", text="Factor")
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")
col = split.column()
col.prop(md, "offset")
col.prop(md, "use_flip_normals")
col.prop(md, "use_even_offset")
col.prop(md, "use_quality_normals")
col.prop(md, "use_rim")
col_rim = col.column()
col_rim.active = md.use_rim
col_rim.prop(md, "use_rim_only")
col.separator()
col.label(text="Material Index Offset:")
sub = col.column()
row = sub.split(align=True, percentage=0.4)
row.prop(md, "material_offset", text="")
row = row.row(align=True)
row.active = md.use_rim
row.prop(md, "material_offset_rim", text="Rim")
def SUBSURF(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
col.label(text="Subdivisions:")
col.prop(md, "levels", text="View")
col.prop(md, "render_levels", text="Render")
col = split.column()
col.label(text="Options:")
col.prop(md, "use_subsurf_uv")
col.prop(md, "show_only_control_edges")
def SURFACE(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def UV_PROJECT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Image:")
col.prop(md, "image", text="")
col = split.column()
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
split = layout.split()
col = split.column()
col.prop(md, "use_image_override")
col.prop(md, "projector_count", text="Projectors")
for proj in md.projectors:
col.prop(proj, "object", text="")
col = split.column()
sub = col.column(align=True)
sub.prop(md, "aspect_x", text="Aspect X")
sub.prop(md, "aspect_y", text="Aspect Y")
sub = col.column(align=True)
sub.prop(md, "scale_x", text="Scale X")
sub.prop(md, "scale_y", text="Scale Y")
def WARP(self, layout, ob, md):
use_falloff = (md.falloff_type != 'NONE')
split = layout.split()
col = split.column()
col.label(text="From:")
col.prop(md, "object_from", text="")
col.prop(md, "use_volume_preserve")
col = split.column()
col.label(text="To:")
col.prop(md, "object_to", text="")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = layout.column()
row = col.row(align=True)
row.prop(md, "strength")
if use_falloff:
row.prop(md, "falloff_radius")
col.prop(md, "falloff_type")
if use_falloff:
if md.falloff_type == 'CURVE':
col.template_curve_mapping(md, "falloff_curve")
# 2 new columns
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.template_ID(md, "texture", new="texture.new")
col = split.column()
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object", text="Object")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
def WAVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Motion:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_cyclic")
col = split.column()
col.prop(md, "use_normal")
sub = col.column()
sub.active = md.use_normal
sub.prop(md, "use_normal_x", text="X")
sub.prop(md, "use_normal_y", text="Y")
sub.prop(md, "use_normal_z", 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")
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_search(md, "vertex_group", ob, "vertex_groups")
split = layout.split(percentage=0.33)
col = split.column()
col.label(text="Texture")
col = split.column()
col.template_ID(md, "texture", new="texture.new")
layout.prop(md, "texture_coords")
if md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "speed", slider=True)
col.prop(md, "height", slider=True)
col = split.column()
col.prop(md, "width", slider=True)
col.prop(md, "narrowness", slider=True)
def REMESH(self, layout, ob, md):
layout.prop(md, "mode")
row = layout.row()
row.prop(md, "octree_depth")
row.prop(md, "scale")
if md.mode == 'SHARP':
layout.prop(md, "sharpness")
layout.prop(md, "use_smooth_shade")
layout.prop(md, "use_remove_disconnected")
row = layout.row()
row.active = md.use_remove_disconnected
row.prop(md, "threshold")
@staticmethod
def vertex_weight_mask(layout, ob, md):
layout.label(text="Influence/Mask Options:")
split = layout.split(percentage=0.4)
split.label(text="Global Influence:")
split.prop(md, "mask_constant", text="")
if not md.mask_texture:
split = layout.split(percentage=0.4)
split.label(text="Vertex Group Mask:")
split.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
if not md.mask_vertex_group:
split = layout.split(percentage=0.4)
split.label(text="Texture Mask:")
split.template_ID(md, "mask_texture", new="texture.new")
if md.mask_texture:
split = layout.split()
col = split.column()
col.label(text="Texture Coordinates:")
col.prop(md, "mask_tex_mapping", text="")
col = split.column()
col.label(text="Use Channel:")
col.prop(md, "mask_tex_use_channel", text="")
if md.mask_tex_mapping == 'OBJECT':
layout.prop(md, "mask_tex_map_object", text="Object")
elif md.mask_tex_mapping == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "mask_tex_uv_layer", ob.data, "uv_textures")
def VERTEX_WEIGHT_EDIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Default Weight:")
col.prop(md, "default_weight", text="")
col = split.column()
col.prop(md, "use_add")
sub = col.column()
sub.active = md.use_add
sub.prop(md, "add_threshold")
col = col.column()
col.prop(md, "use_remove")
sub = col.column()
sub.active = md.use_remove
sub.prop(md, "remove_threshold")
layout.separator()
layout.prop(md, "falloff_type")
if md.falloff_type == 'CURVE':
layout.template_curve_mapping(md, "map_curve")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_MIX(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group A:")
col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
col.label(text="Default Weight A:")
col.prop(md, "default_weight_a", text="")
col.label(text="Mix Mode:")
col.prop(md, "mix_mode", text="")
col = split.column()
col.label(text="Vertex Group B:")
col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
col.label(text="Default Weight B:")
col.prop(md, "default_weight_b", text="")
col.label(text="Mix Set:")
col.prop(md, "mix_set", text="")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Target Object:")
col.prop(md, "target", text="")
split = layout.split()
col = split.column()
col.label(text="Distance:")
col.prop(md, "proximity_mode", text="")
if md.proximity_mode == 'GEOMETRY':
col.row().prop(md, "proximity_geometry")
col = split.column()
col.label()
col.prop(md, "min_dist")
col.prop(md, "max_dist")
layout.separator()
layout.prop(md, "falloff_type")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def SKIN(self, layout, ob, md):
layout.operator("object.skin_armature_create", text="Create Armature")
layout.separator()
col = layout.column(align=True)
col.prop(md, "branch_smoothing")
col.prop(md, "use_smooth_shade")
split = layout.split()
col = split.column()
col.label(text="Selected Vertices:")
sub = col.column(align=True)
sub.operator("object.skin_loose_mark_clear", text="Mark Loose").action = 'MARK'
sub.operator("object.skin_loose_mark_clear", text="Clear Loose").action = 'CLEAR'
sub = col.column()
sub.operator("object.skin_root_mark", text="Mark Root")
sub.operator("object.skin_radii_equalize", text="Equalize Radii")
col = split.column()
col.label(text="Symmetry Axes:")
col.prop(md, "use_x_symmetry")
col.prop(md, "use_y_symmetry")
col.prop(md, "use_z_symmetry")
def TRIANGULATE(self, layout, ob, md):
row = layout.row()
col = row.column()
col.label(text="Quad Method:")
col.prop(md, "quad_method", text="")
col = row.column()
col.label(text="Ngon Method:")
col.prop(md, "ngon_method", text="")
def UV_WARP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "center")
col = split.column()
col.label(text="UV Axis:")
col.prop(md, "axis_u", text="")
col.prop(md, "axis_v", text="")
split = layout.split()
col = split.column()
col.label(text="From:")
col.prop(md, "object_from", text="")
col = split.column()
col.label(text="To:")
col.prop(md, "object_to", text="")
split = layout.split()
col = split.column()
obj = md.object_from
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "bone_from", obj.data, "bones", text="")
col = split.column()
obj = md.object_to
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "bone_to", obj.data, "bones", text="")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
def WIREFRAME(self, layout, ob, md):
has_vgroup = bool(md.vertex_group)
split = layout.split()
col = split.column()
col.prop(md, "thickness", text="Thickness")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = has_vgroup
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.active = has_vgroup
row.prop(md, "thickness_vertex_group", text="Factor")
col.prop(md, "use_crease", text="Crease Edges")
col.prop(md, "crease_weight", text="Crease Weight")
col = split.column()
col.prop(md, "offset")
col.prop(md, "use_even_offset", text="Even Thickness")
col.prop(md, "use_relative_offset", text="Relative Thickness")
col.prop(md, "use_boundary", text="Boundary")
col.prop(md, "use_replace", text="Replace Original")
col.prop(md, "material_offset", text="Material Offset")
def DATA_TRANSFER(self, layout, ob, md):
row = layout.row(align=True)
row.prop(md, "object")
sub = row.row(align=True)
sub.active = bool(md.object)
sub.prop(md, "use_object_transform", text="", icon='GROUP')
layout.separator()
split = layout.split(0.333)
split.prop(md, "use_vert_data")
use_vert = md.use_vert_data
row = split.row()
row.active = use_vert
row.prop(md, "vert_mapping", text="")
if use_vert:
col = layout.column(align=True)
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_verts_vgroup")
row = split.row(align=True)
row.prop(md, "layers_vgroup_select_src", text="")
row.label(icon='RIGHTARROW_THIN')
row.prop(md, "layers_vgroup_select_dst", text="")
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_verts")
layout.separator()
split = layout.split(0.333)
split.prop(md, "use_edge_data")
use_edge = md.use_edge_data
row = split.row()
row.active = use_edge
row.prop(md, "edge_mapping", text="")
if use_edge:
col = layout.column(align=True)
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_edges")
layout.separator()
split = layout.split(0.333)
split.prop(md, "use_loop_data")
use_loop = md.use_loop_data
row = split.row()
row.active = use_loop
row.prop(md, "loop_mapping", text="")
if use_loop:
col = layout.column(align=True)
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_loops")
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_loops_vcol")
row = split.row(align=True)
row.prop(md, "layers_vcol_select_src", text="")
row.label(icon='RIGHTARROW')
row.prop(md, "layers_vcol_select_dst", text="")
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_loops_uv")
row = split.row(align=True)
row.prop(md, "layers_uv_select_src", text="")
row.label(icon='RIGHTARROW')
row.prop(md, "layers_uv_select_dst", text="")
col.prop(md, "islands_precision")
layout.separator()
split = layout.split(0.333)
split.prop(md, "use_poly_data")
use_poly = md.use_poly_data
row = split.row()
row.active = use_poly
row.prop(md, "poly_mapping", text="")
if use_poly:
col = layout.column(align=True)
split = col.split(0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_polys")
layout.separator()
split = layout.split()
col = split.column()
row = col.row(align=True)
sub = row.row(align=True)
sub.active = md.use_max_distance
sub.prop(md, "max_distance")
row.prop(md, "use_max_distance", text="", icon='STYLUS_PRESSURE')
col = split.column()
col.prop(md, "ray_radius")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "mix_mode")
col.prop(md, "mix_factor")
col = split.column()
row = col.row()
row.active = bool(md.object)
row.operator("object.datalayout_transfer", text="Generate Data Layers")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)