forked from bartvdbraak/blender
f6888b530a
Editing of generic attributes on the original objects in edit modes is still very limited. However, when applying a geometry nodes modifier that generates new attributes. These attributes will show up in the Attributes panel. Currently, our exporters are not capable of exporting generic attributes. Therefore, for the time being, a work around is to apply geometry nodes and then convert a generic attribute to a task specific attribute like a uv map, vertex group or vertex color layer. Once more parts of Blender support generic attributes, this will become less important. Currently, only meshes are supported by the operator. However, it would be relatively easy to extend it to other geometry types. Differential Revision: https://developer.blender.org/D13838
693 lines
24 KiB
Python
693 lines
24 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from collections import defaultdict
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class MESH_MT_vertex_group_context_menu(Menu):
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bl_label = "Vertex Group Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator(
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"object.vertex_group_sort",
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icon='SORTALPHA',
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text="Sort by Name",
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).sort_type = 'NAME'
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layout.operator(
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"object.vertex_group_sort",
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icon='BONE_DATA',
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text="Sort by Bone Hierarchy",
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).sort_type = 'BONE_HIERARCHY'
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layout.separator()
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layout.operator("object.vertex_group_copy", icon='DUPLICATE')
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layout.operator("object.vertex_group_copy_to_selected")
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layout.separator()
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True
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layout.separator()
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layout.operator(
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"object.vertex_group_remove_from",
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icon='X',
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text="Remove from All Groups",
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).use_all_groups = True
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layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True
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layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True
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layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True
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layout.separator()
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props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
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props.action, props.mask = 'LOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
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props.action, props.mask = 'UNLOCK', 'ALL'
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props = layout.operator("object.vertex_group_lock", text="Lock Invert All")
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props.action, props.mask = 'INVERT', 'ALL'
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class MESH_MT_shape_key_context_menu(Menu):
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bl_label = "Shape Key Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("object.shape_key_add", icon='ADD', text="New Shape from Mix").from_mix = True
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layout.separator()
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False
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layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True
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layout.separator()
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layout.operator("object.join_shapes")
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layout.operator("object.shape_key_transfer")
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layout.separator()
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layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys").all = True
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layout.separator()
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layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP'
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layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM'
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class MESH_MT_attribute_context_menu(Menu):
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bl_label = "Attribute Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("geometry.attribute_convert")
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class MESH_UL_vgroups(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index):
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# assert(isinstance(item, bpy.types.VertexGroup))
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vgroup = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon)
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icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED'
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layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_fmaps(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, bpy.types.FaceMap))
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fmap = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS')
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_shape_keys(UIList):
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def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index):
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# assert(isinstance(item, bpy.types.ShapeKey))
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obj = active_data
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# key = data
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key_block = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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split = layout.split(factor=0.66, align=False)
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split.prop(key_block, "name", text="", emboss=False, icon_value=icon)
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row = split.row(align=True)
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row.emboss = 'NONE_OR_STATUS'
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if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')):
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row.active = False
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if not item.id_data.use_relative:
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row.prop(key_block, "frame", text="")
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elif index > 0:
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row.prop(key_block, "value", text="")
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else:
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row.label(text="")
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row.prop(key_block, "mute", text="", emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_uvmaps(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS')
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MESH_UL_vcols(UIList):
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def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index):
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# assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer)))
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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layout.prop(item, "name", text="", emboss=False, icon='GROUP_VCOL')
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icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON'
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layout.prop(item, "active_render", text="", icon=icon, emboss=False)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MeshButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.mesh and (engine in cls.COMPAT_ENGINES)
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class DATA_PT_context_mesh(MeshButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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mesh = context.mesh
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif mesh:
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layout.template_ID(space, "pin_id")
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class DATA_PT_normals(MeshButtonsPanel, Panel):
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bl_label = "Normals"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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col = layout.column(align=False, heading="Auto Smooth")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(mesh, "use_auto_smooth", text="")
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sub = sub.row(align=True)
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sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals
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sub.prop(mesh, "auto_smooth_angle", text="")
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row.prop_decorator(mesh, "auto_smooth_angle")
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class DATA_PT_texture_space(MeshButtonsPanel, Panel):
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bl_label = "Texture Space"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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layout.separator()
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layout.prop(mesh, "use_auto_texspace")
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layout.prop(mesh, "texspace_location", text="Location")
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layout.prop(mesh, "texspace_size", text="Size")
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class DATA_PT_vertex_groups(MeshButtonsPanel, Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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group = ob.vertex_groups.active
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rows = 3
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if group:
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rows = 5
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row = layout.row()
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row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ADD', text="")
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props = col.operator("object.vertex_group_remove", icon='REMOVE', text="")
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props.all_unlocked = props.all = False
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col.separator()
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col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if (
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ob.vertex_groups and
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(ob.mode == 'EDIT' or
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(ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex))
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):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.vertex_group_assign", text="Assign")
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sub.operator("object.vertex_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.vertex_group_select", text="Select")
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sub.operator("object.vertex_group_deselect", text="Deselect")
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layout.prop(context.tool_settings, "vertex_group_weight", text="Weight")
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class DATA_PT_face_maps(MeshButtonsPanel, Panel):
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bl_label = "Face Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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obj = context.object
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return (obj and obj.type == 'MESH')
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def draw(self, context):
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layout = self.layout
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ob = context.object
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facemap = ob.face_maps.active
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rows = 2
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if facemap:
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rows = 4
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row = layout.row()
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row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.face_map_add", icon='ADD', text="")
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col.operator("object.face_map_remove", icon='REMOVE', text="")
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if facemap:
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col.separator()
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col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'):
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("object.face_map_assign", text="Assign")
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sub.operator("object.face_map_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("object.face_map_select", text="Select")
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sub.operator("object.face_map_deselect", text="Deselect")
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class DATA_PT_shape_keys(MeshButtonsPanel, Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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obj = context.object
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return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES))
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def draw(self, context):
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layout = self.layout
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ob = context.object
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key = ob.data.shape_keys
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kb = ob.active_shape_key
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enable_edit = ob.mode != 'EDIT'
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enable_edit_value = False
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enable_pin = False
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if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'):
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enable_pin = True
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if ob.show_only_shape_key is False:
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enable_edit_value = True
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row = layout.row()
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rows = 3
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if kb:
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rows = 5
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row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False
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col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False
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col.separator()
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col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
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if kb:
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col.separator()
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sub = col.column(align=True)
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sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP'
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sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN'
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split = layout.split(factor=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "use_relative")
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row = split.row()
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row.alignment = 'RIGHT'
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sub = row.row(align=True)
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sub.label() # XXX, for alignment only
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subsub = sub.row(align=True)
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subsub.active = enable_pin
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subsub.prop(ob, "show_only_shape_key", text="")
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sub.prop(ob, "use_shape_key_edit_mode", text="")
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sub = row.row()
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if key.use_relative:
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sub.operator("object.shape_key_clear", icon='X', text="")
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else:
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sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="")
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layout.use_property_split = True
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if key.use_relative:
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if ob.active_shape_key_index != 0:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(kb, "value")
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col = layout.column()
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sub.active = enable_edit_value
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sub = col.column(align=True)
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sub.prop(kb, "slider_min", text="Range Min")
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sub.prop(kb, "slider_max", text="Max")
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col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group")
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col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To")
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else:
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layout.prop(kb, "interpolation")
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row = layout.column()
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row.active = enable_edit_value
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row.prop(key, "eval_time")
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class DATA_PT_uv_texture(MeshButtonsPanel, Panel):
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bl_label = "UV Maps"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ADD', text="")
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col.operator("mesh.uv_texture_remove", icon='REMOVE', text="")
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class DATA_PT_vertex_colors(MeshButtonsPanel, Panel):
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bl_label = "Vertex Colors"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list("MESH_UL_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ADD', text="")
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col.operator("mesh.vertex_color_remove", icon='REMOVE', text="")
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class DATA_PT_sculpt_vertex_colors(MeshButtonsPanel, Panel):
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bl_label = "Sculpt Vertex Colors"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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|
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@classmethod
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def poll(cls, context):
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return super().poll(context) and context.preferences.experimental.use_sculpt_vertex_colors
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def draw(self, context):
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layout = self.layout
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me = context.mesh
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row = layout.row()
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col = row.column()
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col.template_list(
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"MESH_UL_vcols",
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"svcols",
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me,
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"sculpt_vertex_colors",
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me.sculpt_vertex_colors,
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"active_index",
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rows=2,
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)
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|
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col = row.column(align=True)
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col.operator("mesh.sculpt_vertex_color_add", icon='ADD', text="")
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col.operator("mesh.sculpt_vertex_color_remove", icon='REMOVE', text="")
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|
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row = layout.row()
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col = row.column()
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col.operator("sculpt.vertex_to_loop_colors", text="Store Sculpt Vertex Color")
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col.operator("sculpt.loop_to_vertex_colors", text="Load Sculpt Vertex Color")
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|
|
|
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class DATA_PT_remesh(MeshButtonsPanel, Panel):
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bl_label = "Remesh"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
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def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
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layout.use_property_decorate = False
|
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row = layout.row()
|
|
|
|
mesh = context.mesh
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row.prop(mesh, "remesh_mode", text="Mode", expand=True)
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col = layout.column()
|
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if mesh.remesh_mode == 'VOXEL':
|
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col.prop(mesh, "remesh_voxel_size")
|
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col.prop(mesh, "remesh_voxel_adaptivity")
|
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col.prop(mesh, "use_remesh_fix_poles")
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|
|
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col = layout.column(heading="Preserve")
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col.prop(mesh, "use_remesh_preserve_volume", text="Volume")
|
|
col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask")
|
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col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets")
|
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if context.preferences.experimental.use_sculpt_vertex_colors:
|
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col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Vertex Colors")
|
|
|
|
col.operator("object.voxel_remesh", text="Voxel Remesh")
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else:
|
|
col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh")
|
|
|
|
|
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class DATA_PT_customdata(MeshButtonsPanel, Panel):
|
|
bl_label = "Geometry Data"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False
|
|
|
|
obj = context.object
|
|
me = context.mesh
|
|
col = layout.column()
|
|
|
|
col.operator("mesh.customdata_mask_clear", icon='X')
|
|
col.operator("mesh.customdata_skin_clear", icon='X')
|
|
|
|
if me.has_custom_normals:
|
|
col.operator("mesh.customdata_custom_splitnormals_clear", icon='X')
|
|
else:
|
|
col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD')
|
|
|
|
col = layout.column(heading="Store")
|
|
|
|
col.enabled = obj is not None and obj.mode != 'EDIT'
|
|
col.prop(me, "use_customdata_vertex_bevel", text="Vertex Bevel Weight")
|
|
col.prop(me, "use_customdata_edge_bevel", text="Edge Bevel Weight")
|
|
col.prop(me, "use_customdata_vertex_crease", text="Vertex Crease")
|
|
col.prop(me, "use_customdata_edge_crease", text="Edge Crease")
|
|
|
|
|
|
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel):
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
_context_path = "object.data"
|
|
_property_type = bpy.types.Mesh
|
|
|
|
|
|
class MESH_UL_attributes(UIList):
|
|
display_domain_names = {
|
|
'POINT': "Vertex",
|
|
'EDGE': "Edge",
|
|
'FACE': "Face",
|
|
'CORNER': "Face Corner",
|
|
}
|
|
|
|
def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index):
|
|
data_type = attribute.bl_rna.properties['data_type'].enum_items[attribute.data_type]
|
|
|
|
domain_name = self.display_domain_names.get(attribute.domain, "")
|
|
|
|
split = layout.split(factor=0.50)
|
|
split.emboss = 'NONE'
|
|
split.prop(attribute, "name", text="")
|
|
sub = split.row()
|
|
sub.alignment = 'RIGHT'
|
|
sub.active = False
|
|
sub.label(text="%s ▶ %s" % (domain_name, data_type.name))
|
|
|
|
|
|
class DATA_PT_mesh_attributes(MeshButtonsPanel, Panel):
|
|
bl_label = "Attributes"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
def draw(self, context):
|
|
mesh = context.mesh
|
|
|
|
layout = self.layout
|
|
row = layout.row()
|
|
|
|
col = row.column()
|
|
col.template_list(
|
|
"MESH_UL_attributes",
|
|
"attributes",
|
|
mesh,
|
|
"attributes",
|
|
mesh.attributes,
|
|
"active_index",
|
|
rows=3,
|
|
)
|
|
|
|
col = row.column(align=True)
|
|
col.operator("geometry.attribute_add", icon='ADD', text="")
|
|
col.operator("geometry.attribute_remove", icon='REMOVE', text="")
|
|
|
|
col.separator()
|
|
|
|
col.menu("MESH_MT_attribute_context_menu", icon='DOWNARROW_HLT', text="")
|
|
|
|
self.draw_attribute_warnings(context, layout)
|
|
|
|
def draw_attribute_warnings(self, context, layout):
|
|
attributes_by_name = defaultdict(list)
|
|
|
|
ob = context.object
|
|
mesh = ob.data
|
|
|
|
builtin_attribute = object()
|
|
|
|
def add_builtin(name):
|
|
attributes_by_name[name].append(builtin_attribute)
|
|
|
|
def add_attributes(layers):
|
|
for layer in layers:
|
|
attributes_by_name[layer.name].append(layer)
|
|
|
|
add_builtin("position")
|
|
add_builtin("material_index")
|
|
add_builtin("shade_smooth")
|
|
add_builtin("normal")
|
|
add_builtin("crease")
|
|
|
|
add_attributes(mesh.attributes)
|
|
add_attributes(mesh.uv_layers)
|
|
add_attributes(ob.vertex_groups)
|
|
|
|
colliding_names = [name for name, layers in attributes_by_name.items() if len(layers) >= 2]
|
|
if len(colliding_names) == 0:
|
|
return
|
|
|
|
layout.label(text="Name collisions: {}".format(", ".join(colliding_names)), icon='ERROR')
|
|
|
|
|
|
classes = (
|
|
MESH_MT_vertex_group_context_menu,
|
|
MESH_MT_shape_key_context_menu,
|
|
MESH_MT_attribute_context_menu,
|
|
MESH_UL_vgroups,
|
|
MESH_UL_fmaps,
|
|
MESH_UL_shape_keys,
|
|
MESH_UL_uvmaps,
|
|
MESH_UL_vcols,
|
|
MESH_UL_attributes,
|
|
DATA_PT_context_mesh,
|
|
DATA_PT_vertex_groups,
|
|
DATA_PT_shape_keys,
|
|
DATA_PT_uv_texture,
|
|
DATA_PT_vertex_colors,
|
|
DATA_PT_sculpt_vertex_colors,
|
|
DATA_PT_face_maps,
|
|
DATA_PT_mesh_attributes,
|
|
DATA_PT_normals,
|
|
DATA_PT_texture_space,
|
|
DATA_PT_remesh,
|
|
DATA_PT_customdata,
|
|
DATA_PT_custom_props_mesh,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|