blender/release/scripts/startup/bl_ui/properties_data_mesh.py
Brecht Van Lommel fab96b5913 UI List: remove separate name text fields.
It was never the intention to have these separate, and now that we can rename
directly in the list there is no more need for them.
2013-11-24 14:27:02 +01:00

389 lines
14 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 Menu, Panel, UIList
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').use_topology = False
layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
layout.operator("object.vertex_group_remove_from", icon='X', text="Remove from All Groups").use_all_groups = True
layout.operator("object.vertex_group_remove_from", icon='X', text="Clear Active Group").use_all_verts = True
layout.operator("object.vertex_group_remove", icon='X', text="Delete All Groups").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').use_topology = False
layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True
layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True
layout.operator("object.shape_key_remove", icon='X', text="Delete All Shapes").all = True
class MESH_UL_vgroups(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.VertexGroup)
vgroup = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_shape_keys(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.ShapeKey)
obj = active_data
key = data
key_block = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
split = layout.split(0.66, False)
split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
row = split.row(align=True)
if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
row.active = False
if not item.relative_key or index > 0:
row.prop(key_block, "value", text="", emboss=False)
else:
row.label(text="")
row.prop(key_block, "mute", text="", emboss=False)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MESH_UL_uvmaps_vcols(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer))
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon_value=icon)
icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
layout.prop(item, "active_render", text="", icon=icon, emboss=False)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
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 = 4
row = layout.row()
row.template_list("MESH_UL_vgroups", "", 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 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")
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 = 4
row.template_list("MESH_UL_shape_keys", "", 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="").all = False
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="")
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
lay = me.uv_textures.active
row = layout.row()
col = row.column()
col.template_list("MESH_UL_uvmaps_vcols", "uvmaps", me, "uv_textures", me.uv_textures, "active_index", rows=1)
col = row.column(align=True)
col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
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
lay = me.vertex_colors.active
row = layout.row()
col = row.column()
col.template_list("MESH_UL_uvmaps_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=1)
col = row.column(align=True)
col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
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
obj = context.object
me = context.mesh
col = layout.column()
col.operator("mesh.customdata_clear_mask", icon='X')
col.operator("mesh.customdata_clear_skin", icon='X')
col = layout.column()
col.enabled = (obj.mode != 'EDIT')
col.prop(me, "use_customdata_vertex_bevel")
col.prop(me, "use_customdata_edge_bevel")
col.prop(me, "use_customdata_edge_crease")
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__)