forked from bartvdbraak/blender
acca04bf33
- re-arranged UI in a way that gave far too much vert scrolling. - was added all over for simple things like making text="", layout engine should handle this. - Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
388 lines
12 KiB
Python
388 lines
12 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 rna_prop_ui import PropertyPanel
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class MESH_MT_vertex_group_specials(bpy.types.Menu):
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bl_label = "Vertex Group Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.vertex_group_sort", icon='SORTALPHA')
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layout.operator("object.vertex_group_copy", icon='COPY_ID')
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layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA')
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layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA')
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layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT')
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class MESH_MT_shape_key_specials(bpy.types.Menu):
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bl_label = "Shape Key Specials"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal
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layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal
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layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT')
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class DataButtonsPanel():
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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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class DATA_PT_context_mesh(DataButtonsPanel, bpy.types.Panel):
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bl_label = ""
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bl_show_header = False
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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return context.mesh and (engine in __class__.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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mesh = context.mesh
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space = context.space_data
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "data")
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split.separator()
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elif mesh:
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split.template_ID(space, "pin_id")
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split.separator()
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class DATA_PT_custom_props_mesh(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
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_context_path = "object.data"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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return context.mesh and (engine in __class__.COMPAT_ENGINES)
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class DATA_PT_normals(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Normals"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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return context.mesh and (engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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split = layout.split()
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col = split.column()
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col.prop(mesh, "autosmooth")
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sub = col.column()
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sub.active = mesh.autosmooth
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sub.prop(mesh, "autosmooth_angle", text="Angle")
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col = split.column()
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col.prop(mesh, "double_sided")
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class DATA_PT_settings(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Settings"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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return context.mesh and (engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mesh = context.mesh
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layout.prop(mesh, "texture_mesh")
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class DATA_PT_vertex_groups(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Vertex Groups"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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obj = context.object
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return (obj and obj.type in ('MESH', 'LATTICE') and (engine in __class__.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.active_vertex_group
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rows = 2
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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(ob, "vertex_groups", ob, "active_vertex_group_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.vertex_group_add", icon='ZOOMIN', text="")
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col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="")
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col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
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if group:
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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 group:
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row = layout.row()
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row.prop(group, "name")
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if ob.mode == 'EDIT' and len(ob.vertex_groups) > 0:
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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_shape_keys(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Shape Keys"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.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 __class__.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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if ob.shape_key_lock is False:
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if enable_edit or (ob.type == 'MESH' and ob.shape_key_edit_mode):
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enable_edit_value = True
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row = layout.row()
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rows = 2
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if kb:
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rows = 5
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row.template_list(key, "keys", ob, "active_shape_key_index", rows=rows)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("object.shape_key_add", icon='ZOOMIN', text="")
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sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="")
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sub.menu("MESH_MT_shape_key_specials", 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(percentage=0.4)
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row = split.row()
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row.enabled = enable_edit
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row.prop(key, "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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subsub = sub.row(align=True)
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subsub.active = enable_edit_value
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subsub.prop(ob, "shape_key_lock", text="")
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subsub.prop(kb, "mute", text="")
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sub.prop(ob, "shape_key_edit_mode", text="")
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sub = row.row()
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sub.operator("object.shape_key_clear", icon='X', text="")
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row = layout.row()
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row.prop(kb, "name")
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if key.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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split = layout.split()
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Range:")
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col.prop(kb, "slider_min", text="Min")
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col.prop(kb, "slider_max", text="Max")
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col = split.column(align=True)
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col.active = enable_edit_value
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col.label(text="Blend:")
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col.prop_object(kb, "vertex_group", ob, "vertex_groups", text="")
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col.prop_object(kb, "relative_key", key, "keys", text="")
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else:
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row = layout.row()
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row.active = enable_edit_value
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row.prop(key, "slurph")
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class DATA_PT_uv_texture(DataButtonsPanel, bpy.types.Panel):
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bl_label = "UV Texture"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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return context.mesh and (engine in __class__.COMPAT_ENGINES)
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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(me, "uv_textures", me, "active_uv_texture_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
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col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
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lay = me.active_uv_texture
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if lay:
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layout.prop(lay, "name")
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class DATA_PT_texface(DataButtonsPanel):
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bl_label = "Texture Face"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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ob = context.active_object
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rd = context.scene.render
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return (context.mode == 'EDIT_MESH') and (rd.engine == 'BLENDER_GAME') and ob and ob.type == 'MESH'
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def draw(self, context):
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layout = self.layout
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col = layout.column()
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me = context.mesh
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tf = me.faces.active_tface
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if tf:
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split = layout.split()
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col = split.column()
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col.prop(tf, "tex")
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col.prop(tf, "light")
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col.prop(tf, "invisible")
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col.prop(tf, "collision")
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col.prop(tf, "shared")
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col.prop(tf, "twoside")
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col.prop(tf, "object_color")
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col = split.column()
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col.prop(tf, "halo")
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col.prop(tf, "billboard")
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col.prop(tf, "shadow")
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col.prop(tf, "text")
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col.prop(tf, "alpha_sort")
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col = layout.column()
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col.prop(tf, "transp")
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else:
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col.label(text="No UV Texture")
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class DATA_PT_vertex_colors(DataButtonsPanel, bpy.types.Panel):
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bl_label = "Vertex Colors"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@staticmethod
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def poll(context):
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engine = context.scene.render.engine
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return context.mesh and (engine in __class__.COMPAT_ENGINES)
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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(me, "vertex_colors", me, "active_vertex_color_index", rows=2)
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col = row.column(align=True)
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col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
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col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
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lay = me.active_vertex_color
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if lay:
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layout.prop(lay, "name")
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def register():
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pass
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def unregister():
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pass
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if __name__ == "__main__":
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register()
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