forked from bartvdbraak/blender
036c0012e6
* Added pointer RNA for the sculpt brush * Converted sculpt settings panel (in the NKEY area) from C to Python * For Python UI, needed context for whether sculpt is enabled or not; discussed this with Brecht and added sculpt_object to scene context
207 lines
5.1 KiB
Python
207 lines
5.1 KiB
Python
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import bpy
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class VIEW3D_MT_view_navigation(bpy.types.Menu):
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__space_type__ = "VIEW_3D"
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__label__ = "Navigation"
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def draw(self, context):
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layout = self.layout
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# layout.itemO("view3d.view_fly_mode")
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# layout.itemS()
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layout.items_enumO("view3d.view_orbit", "type")
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layout.itemS()
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layout.items_enumO("view3d.view_pan", "type")
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layout.itemS()
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layout.item_floatO("view3d.zoom", "delta", 1.0, text="Zoom In")
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layout.item_floatO("view3d.zoom", "delta", -1.0, text="Zoom Out")
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class VIEW3D_MT_view(bpy.types.Menu):
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__space_type__ = "VIEW_3D"
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__label__ = "View"
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def draw(self, context):
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layout = self.layout
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layout.itemO("view3d.properties", icon="ICON_MENU_PANEL")
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layout.itemO("view3d.toolbar", icon="ICON_MENU_PANEL")
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layout.itemS()
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layout.item_enumO("view3d.viewnumpad", "type", "CAMERA")
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layout.item_enumO("view3d.viewnumpad", "type", "TOP")
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layout.item_enumO("view3d.viewnumpad", "type", "FRONT")
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layout.item_enumO("view3d.viewnumpad", "type", "RIGHT")
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# layout.itemM("VIEW3D_MT_view_cameras", text="Cameras")
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layout.itemS()
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layout.itemO("view3d.view_persportho")
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layout.itemS()
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# layout.itemO("view3d.view_show_all_layers")
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# layout.itemS()
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# layout.itemO("view3d.view_local_view")
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# layout.itemO("view3d.view_global_view")
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# layout.itemS()
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layout.itemM("VIEW3D_MT_view_navigation")
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# layout.itemM("VIEW3D_MT_view_align", text="Align View")
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layout.itemS()
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layout.operator_context = "INVOKE_REGION_WIN"
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layout.itemO("view3d.clip_border")
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layout.itemO("view3d.zoom_border")
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layout.itemS()
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layout.itemO("view3d.view_center")
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layout.itemO("view3d.view_all")
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layout.itemS()
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layout.itemO("screen.screen_full_area")
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class VIEW3D_HT_header(bpy.types.Header):
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__space_type__ = "VIEW_3D"
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def draw(self, context):
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layout = self.layout
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layout.template_header()
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# menus
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if context.area.show_menus:
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row = layout.row()
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row.itemM("VIEW3D_MT_view")
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layout.template_header_3D()
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class VIEW3D_PT_3dview_properties(bpy.types.Panel):
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__space_type__ = "VIEW_3D"
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__region_type__ = "UI"
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__label__ = "View"
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def poll(self, context):
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view = context.space_data
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return (view)
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def draw(self, context):
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view = context.space_data
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layout = self.layout
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split = layout.split()
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col = split.column()
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col.itemR(view, "camera")
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col.itemR(view, "lens")
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col.itemL(text="Clip:")
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col.itemR(view, "clip_start", text="Start")
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col.itemR(view, "clip_end", text="End")
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col.itemL(text="Grid:")
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col.itemR(view, "grid_spacing", text="Spacing")
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col.itemR(view, "grid_subdivisions", text="Subdivisions")
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class VIEW3D_PT_3dview_display(bpy.types.Panel):
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__space_type__ = "VIEW_3D"
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__region_type__ = "UI"
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__label__ = "Display"
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def poll(self, context):
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view = context.space_data
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return (view)
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def draw(self, context):
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view = context.space_data
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layout = self.layout
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split = layout.split()
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col = split.column()
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col.itemR(view, "display_floor", text="Grid Floor")
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col.itemR(view, "display_x_axis", text="X Axis")
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col.itemR(view, "display_y_axis", text="Y Axis")
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col.itemR(view, "display_z_axis", text="Z Axis")
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col.itemR(view, "outline_selected")
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col.itemR(view, "all_object_centers")
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col.itemR(view, "relationship_lines")
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col.itemR(view, "textured_solid")
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class VIEW3D_PT_background_image(bpy.types.Panel):
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__space_type__ = "VIEW_3D"
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__region_type__ = "UI"
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__label__ = "Background Image"
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def poll(self, context):
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view = context.space_data
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bg = context.space_data.background_image
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return (view)
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def draw_header(self, context):
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layout = self.layout
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view = context.space_data
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layout.itemR(view, "display_background_image", text="")
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def draw(self, context):
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view = context.space_data
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bg = context.space_data.background_image
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layout = self.layout
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layout.active = view.display_background_image
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split = layout.split()
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col = split.column()
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col.itemR(bg, "image")
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# col.itemR(bg, "image_user")
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col.itemR(bg, "size")
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col.itemR(bg, "transparency", slider=True)
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col.itemL(text="Offset:")
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col.itemR(bg, "x_offset", text="X")
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col.itemR(bg, "y_offset", text="Y")
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class VIEW3D_PT_sculpt(bpy.types.Panel):
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__space_type__ = "VIEW_3D"
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__region_type__ = "UI"
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__label__ = "Sculpt"
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def poll(self, context):
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return context.sculpt_object
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def draw(self, context):
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sculpt = context.scene.tool_settings.sculpt
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split = self.layout.split()
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col = split.column()
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col.itemL(text="Symmetry")
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row = col.row(align=True)
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row.itemR(sculpt, "symmetry_x", text="X", toggle=True)
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row.itemR(sculpt, "symmetry_y", text="Y", toggle=True)
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row.itemR(sculpt, "symmetry_z", text="Z", toggle=True)
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col = split.column()
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col.itemL(text="Lock Axis")
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row = col.row(align=True)
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row.itemR(sculpt, "lock_x", text="X", toggle=True)
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row.itemR(sculpt, "lock_y", text="Y", toggle=True)
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row.itemR(sculpt, "lock_z", text="Z", toggle=True)
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bpy.types.register(VIEW3D_MT_view_navigation)
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bpy.types.register(VIEW3D_MT_view)
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bpy.types.register(VIEW3D_HT_header)
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bpy.types.register(VIEW3D_PT_3dview_properties)
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bpy.types.register(VIEW3D_PT_3dview_display)
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bpy.types.register(VIEW3D_PT_background_image)
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bpy.types.register(VIEW3D_PT_sculpt)
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