blender/release/scripts/ui/properties_data_mesh.py
Ton Roosendaal 471d304df1 Bugfix #25033
Texture face options like "two side" were invisible, unless the
top bar "render engine" was set to Game Engine.
This is confusing, since 3d window does draw these options well.

Added back panel to show default, but with a label warning that
the options are not supported for render.
2010-12-04 11:34:26 +00:00

366 lines
11 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 rna_prop_ui import PropertyPanel
class MESH_MT_vertex_group_specials(bpy.types.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')
class MESH_MT_shape_key_specials(bpy.types.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')
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, bpy.types.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
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif mesh:
split.template_ID(space, "pin_id")
split.separator()
class DATA_PT_normals(MeshButtonsPanel, bpy.types.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")
col = split.column()
col.prop(mesh, "show_double_sided")
class DATA_PT_settings(MeshButtonsPanel, bpy.types.Panel):
bl_label = "Settings"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
mesh = context.mesh
layout.prop(mesh, "texture_mesh")
class DATA_PT_vertex_groups(MeshButtonsPanel, bpy.types.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 = 5
row = layout.row()
row.template_list(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="")
col.menu("MESH_MT_vertex_group_specials", icon='DOWNARROW_HLT', text="")
if group:
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 group:
row = layout.row()
row.prop(group, "name")
if ob.mode == 'EDIT' and len(ob.vertex_groups) > 0:
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, bpy.types.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 = 5
row.template_list(key, "keys", ob, "active_shape_key_index", rows=rows)
col = row.column()
sub = col.column(align=True)
sub.operator("object.shape_key_add", icon='ZOOMIN', text="")
sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="")
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)
subsub = sub.row(align=True)
subsub.active = enable_edit_value
subsub.prop(ob, "show_only_shape_key", text="")
subsub.prop(kb, "mute", text="")
sub.prop(ob, "use_shape_key_edit_mode", text="")
sub = row.row()
sub.operator("object.shape_key_clear", icon='X', text="")
row = layout.row()
row.prop(kb, "name")
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, "keys", text="")
else:
row = layout.row()
row.active = enable_edit_value
row.prop(key, "slurph")
class DATA_PT_uv_texture(MeshButtonsPanel, bpy.types.Panel):
bl_label = "UV Texture"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "uv_textures", me.uv_textures, "active_index", rows=2)
col = row.column(align=True)
col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="")
col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="")
lay = me.uv_textures.active
if lay:
layout.prop(lay, "name")
class DATA_PT_texface(MeshButtonsPanel, bpy.types.Panel):
bl_label = "Texture Face"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
ob = context.active_object
rd = context.scene.render
return (context.mode == 'EDIT_MESH') and ob and ob.type == 'MESH'
def draw(self, context):
layout = self.layout
col = layout.column()
me = context.mesh
tf = me.faces.active_tface
if tf:
if context.scene.render.engine != 'BLENDER_GAME':
col.label(text="Options only supported in Game Engine")
split = layout.split()
col = split.column()
col.prop(tf, "use_image")
col.prop(tf, "use_light")
col.prop(tf, "hide")
col.prop(tf, "use_collision")
col.prop(tf, "use_blend_shared")
col.prop(tf, "use_twoside")
col.prop(tf, "use_object_color")
col = split.column()
col.prop(tf, "use_halo")
col.prop(tf, "use_billboard")
col.prop(tf, "use_shadow_cast")
col.prop(tf, "use_bitmap_text")
col.prop(tf, "use_alpha_sort")
col = layout.column()
col.prop(tf, "blend_type")
else:
col.label(text="No UV Texture")
class DATA_PT_vertex_colors(MeshButtonsPanel, bpy.types.Panel):
bl_label = "Vertex Colors"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
me = context.mesh
row = layout.row()
col = row.column()
col.template_list(me, "vertex_colors", me.vertex_colors, "active_index", rows=2)
col = row.column(align=True)
col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
lay = me.vertex_colors.active
if lay:
layout.prop(lay, "name")
class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()