blender/release/scripts/startup/bl_ui/space_view3d.py
Campbell Barton b9ebf44139 BMesh: intersect tool
Modeling tool to cut intersections into geometry (like boolean, without calculating inside/outside).
Faces are split along intersections, leaving new edges selected.

Access from Face menu.
2014-08-18 17:09:30 +10:00

3256 lines
104 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 Header, Menu, Panel
from bl_ui.properties_paint_common import UnifiedPaintPanel
from bpy.app.translations import contexts as i18n_contexts
class VIEW3D_HT_header(Header):
bl_space_type = 'VIEW_3D'
def draw(self, context):
layout = self.layout
view = context.space_data
# mode_string = context.mode
obj = context.active_object
toolsettings = context.tool_settings
row = layout.row(align=True)
row.template_header()
sub = row.row(align=True)
VIEW3D_MT_editor_menus.draw_collapsible(context, layout)
# Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
row = layout
layout.template_header_3D()
if obj:
mode = obj.mode
# Particle edit
if mode == 'PARTICLE_EDIT':
row.prop(toolsettings.particle_edit, "select_mode", text="", expand=True)
# Occlude geometry
if ((view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'} and (mode == 'PARTICLE_EDIT' or (mode == 'EDIT' and obj.type == 'MESH'))) or
(mode == 'WEIGHT_PAINT')):
row.prop(view, "use_occlude_geometry", text="")
# Proportional editing
if mode in {'EDIT', 'PARTICLE_EDIT'}:
row = layout.row(align=True)
row.prop(toolsettings, "proportional_edit", icon_only=True)
if toolsettings.proportional_edit != 'DISABLED':
row.prop(toolsettings, "proportional_edit_falloff", icon_only=True)
elif mode == 'OBJECT':
row = layout.row(align=True)
row.prop(toolsettings, "use_proportional_edit_objects", icon_only=True)
if toolsettings.use_proportional_edit_objects:
row.prop(toolsettings, "proportional_edit_falloff", icon_only=True)
# Snap
if not obj or mode not in {'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT'}:
snap_element = toolsettings.snap_element
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_element", icon_only=True)
if snap_element != 'INCREMENT':
row.prop(toolsettings, "snap_target", text="")
if obj:
if mode in {'OBJECT', 'POSE'} and snap_element != 'VOLUME':
row.prop(toolsettings, "use_snap_align_rotation", text="")
elif mode == 'EDIT':
row.prop(toolsettings, "use_snap_self", text="")
if snap_element == 'VOLUME':
row.prop(toolsettings, "use_snap_peel_object", text="")
elif snap_element == 'FACE':
row.prop(toolsettings, "use_snap_project", text="")
# AutoMerge editing
if obj:
if (mode == 'EDIT' and obj.type == 'MESH'):
layout.prop(toolsettings, "use_mesh_automerge", text="", icon='AUTOMERGE_ON')
# OpenGL render
row = layout.row(align=True)
row.operator("render.opengl", text="", icon='RENDER_STILL')
row.operator("render.opengl", text="", icon='RENDER_ANIMATION').animation = True
# Pose
if obj and mode == 'POSE':
row = layout.row(align=True)
row.operator("pose.copy", text="", icon='COPYDOWN')
row.operator("pose.paste", text="", icon='PASTEDOWN')
row.operator("pose.paste", text="", icon='PASTEFLIPDOWN').flipped = 1
class VIEW3D_MT_editor_menus(Menu):
bl_space_type = 'VIEW3D_MT_editor_menus'
bl_label = ""
def draw(self, context):
self.draw_menus(self.layout, context)
@staticmethod
def draw_menus(layout, context):
obj = context.active_object
mode_string = context.mode
edit_object = context.edit_object
layout.menu("VIEW3D_MT_view")
# Select Menu
if mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
mesh = obj.data
if mesh.use_paint_mask:
layout.menu("VIEW3D_MT_select_paint_mask")
elif mesh.use_paint_mask_vertex and mode_string == 'PAINT_WEIGHT':
layout.menu("VIEW3D_MT_select_paint_mask_vertex")
elif mode_string != 'SCULPT':
layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if mode_string == 'OBJECT':
layout.menu("INFO_MT_add", text="Add")
elif mode_string == 'EDIT_MESH':
layout.menu("INFO_MT_mesh_add", text="Add")
elif mode_string == 'EDIT_CURVE':
layout.menu("INFO_MT_curve_add", text="Add")
elif mode_string == 'EDIT_SURFACE':
layout.menu("INFO_MT_surface_add", text="Add")
elif mode_string == 'EDIT_METABALL':
layout.menu("INFO_MT_metaball_add", text="Add")
elif mode_string == 'EDIT_ARMATURE':
layout.menu("INFO_MT_edit_armature_add", text="Add")
if edit_object:
layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
elif obj:
if mode_string not in {'PAINT_TEXTURE'}:
layout.menu("VIEW3D_MT_%s" % mode_string.lower())
if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
layout.menu("VIEW3D_MT_brush")
if mode_string == 'SCULPT':
layout.menu("VIEW3D_MT_hide_mask")
else:
layout.menu("VIEW3D_MT_object")
# ********** Menu **********
# ********** Utilities **********
class ShowHideMenu():
bl_label = "Show/Hide"
_operator_name = ""
def draw(self, context):
layout = self.layout
layout.operator("%s.reveal" % self._operator_name, text="Show Hidden")
layout.operator("%s.hide" % self._operator_name, text="Hide Selected").unselected = False
layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True
# Standard transforms which apply to all cases
# NOTE: this doesn't seem to be able to be used directly
class VIEW3D_MT_transform_base(Menu):
bl_label = "Transform"
# TODO: get rid of the custom text strings?
def draw(self, context):
layout = self.layout
layout.operator("transform.translate", text="Grab/Move")
# TODO: sub-menu for grab per axis
layout.operator("transform.rotate", text="Rotate")
# TODO: sub-menu for rot per axis
layout.operator("transform.resize", text="Scale")
# TODO: sub-menu for scale per axis
layout.separator()
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.shear", text="Shear")
layout.operator("transform.bend", text="Bend")
layout.operator("transform.push_pull", text="Push/Pull")
layout.operator("object.vertex_warp", text="Warp")
layout.operator("object.vertex_random", text="Randomize")
# Generic transform menu - geometry types
class VIEW3D_MT_transform(VIEW3D_MT_transform_base):
def draw(self, context):
# base menu
VIEW3D_MT_transform_base.draw(self, context)
# generic...
layout = self.layout
layout.operator("transform.shrink_fatten", text="Shrink Fatten")
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
# Object-specific extensions to Transform menu
class VIEW3D_MT_transform_object(VIEW3D_MT_transform_base):
def draw(self, context):
layout = self.layout
# base menu
VIEW3D_MT_transform_base.draw(self, context)
# object-specific option follow...
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN' # XXX see alignmenu() in edit.c of b2.4x to get this working
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("object.origin_set", text="Geometry to Origin").type = 'GEOMETRY_ORIGIN'
layout.operator("object.origin_set", text="Origin to Geometry").type = 'ORIGIN_GEOMETRY'
layout.operator("object.origin_set", text="Origin to 3D Cursor").type = 'ORIGIN_CURSOR'
layout.operator("object.origin_set", text="Origin to Center of Mass").type = 'ORIGIN_CENTER_OF_MASS'
layout.separator()
layout.operator("object.randomize_transform")
layout.operator("object.align")
layout.separator()
layout.operator("object.anim_transforms_to_deltas")
# Armature EditMode extensions to Transform menu
class VIEW3D_MT_transform_armature(VIEW3D_MT_transform_base):
def draw(self, context):
layout = self.layout
# base menu
VIEW3D_MT_transform_base.draw(self, context)
# armature specific extensions follow...
layout.separator()
obj = context.object
if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'}:
if obj.data.draw_type == 'BBONE':
layout.operator("transform.transform", text="Scale BBone").mode = 'BONE_SIZE'
elif obj.data.draw_type == 'ENVELOPE':
layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONE_SIZE'
layout.operator("transform.transform", text="Scale Radius").mode = 'BONE_ENVELOPE'
if context.edit_object and context.edit_object.type == 'ARMATURE':
layout.operator("armature.align")
class VIEW3D_MT_mirror(Menu):
bl_label = "Mirror"
def draw(self, context):
layout = self.layout
layout.operator("transform.mirror", text="Interactive Mirror")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("transform.mirror", text="X Global")
props.constraint_axis = (True, False, False)
props.constraint_orientation = 'GLOBAL'
props = layout.operator("transform.mirror", text="Y Global")
props.constraint_axis = (False, True, False)
props.constraint_orientation = 'GLOBAL'
props = layout.operator("transform.mirror", text="Z Global")
props.constraint_axis = (False, False, True)
props.constraint_orientation = 'GLOBAL'
if context.edit_object:
layout.separator()
props = layout.operator("transform.mirror", text="X Local")
props.constraint_axis = (True, False, False)
props.constraint_orientation = 'LOCAL'
props = layout.operator("transform.mirror", text="Y Local")
props.constraint_axis = (False, True, False)
props.constraint_orientation = 'LOCAL'
props = layout.operator("transform.mirror", text="Z Local")
props.constraint_axis = (False, False, True)
props.constraint_orientation = 'LOCAL'
layout.operator("object.vertex_group_mirror")
class VIEW3D_MT_snap(Menu):
bl_label = "Snap"
def draw(self, context):
layout = self.layout
layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid")
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor").use_offset = False
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Offset)").use_offset = True
layout.separator()
layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected")
layout.operator("view3d.snap_cursor_to_center", text="Cursor to Center")
layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active")
class VIEW3D_MT_uv_map(Menu):
bl_label = "UV Mapping"
def draw(self, context):
layout = self.layout
layout.operator("uv.unwrap")
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("uv.smart_project")
layout.operator("uv.lightmap_pack")
layout.operator("uv.follow_active_quads")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("uv.cube_project")
layout.operator("uv.cylinder_project")
layout.operator("uv.sphere_project")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("uv.project_from_view").scale_to_bounds = False
layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True
layout.separator()
layout.operator("uv.reset")
# ********** View menus **********
class VIEW3D_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("view3d.properties", icon='MENU_PANEL')
layout.operator("view3d.toolshelf", icon='MENU_PANEL')
layout.separator()
layout.operator("view3d.viewnumpad", text="Camera").type = 'CAMERA'
layout.operator("view3d.viewnumpad", text="Top").type = 'TOP'
layout.operator("view3d.viewnumpad", text="Bottom").type = 'BOTTOM'
layout.operator("view3d.viewnumpad", text="Front").type = 'FRONT'
layout.operator("view3d.viewnumpad", text="Back").type = 'BACK'
layout.operator("view3d.viewnumpad", text="Right").type = 'RIGHT'
layout.operator("view3d.viewnumpad", text="Left").type = 'LEFT'
layout.menu("VIEW3D_MT_view_cameras", text="Cameras")
layout.separator()
layout.operator("view3d.view_persportho")
layout.separator()
layout.menu("VIEW3D_MT_view_navigation")
layout.menu("VIEW3D_MT_view_align")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("view3d.clip_border", text="Clipping Border...")
layout.operator("view3d.zoom_border", text="Zoom Border...")
layout.operator("view3d.render_border", text="Render Border...")
layout.separator()
layout.operator("view3d.layers", text="Show All Layers").nr = 0
layout.separator()
layout.operator("view3d.localview", text="View Global/Local")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_all")
layout.separator()
layout.operator("screen.animation_play", text="Playback Animation")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.region_quadview")
layout.operator("screen.screen_full_area")
class VIEW3D_MT_view_navigation(Menu):
bl_label = "Navigation"
def draw(self, context):
from math import pi
layout = self.layout
layout.operator_enum("view3d.view_orbit", "type")
layout.separator()
layout.operator("view3d.view_roll", text="Roll Left").angle = pi / -12.0
layout.operator("view3d.view_roll", text="Roll Right").angle = pi / 12.0
layout.separator()
layout.operator_enum("view3d.view_pan", "type")
layout.separator()
layout.operator("view3d.zoom", text="Zoom In").delta = 1
layout.operator("view3d.zoom", text="Zoom Out").delta = -1
layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1")
layout.separator()
layout.operator("view3d.fly")
layout.operator("view3d.walk")
class VIEW3D_MT_view_align(Menu):
bl_label = "Align View"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_view_align_selected")
layout.separator()
layout.operator("view3d.view_all", text="Center Cursor and View All").center = True
layout.operator("view3d.camera_to_view", text="Align Active Camera to View")
layout.operator("view3d.camera_to_view_selected", text="Align Active Camera to Selected")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_center_cursor")
layout.separator()
layout.operator("view3d.view_lock_to_active")
layout.operator("view3d.view_lock_clear")
class VIEW3D_MT_view_align_selected(Menu):
bl_label = "Align View to Active"
def draw(self, context):
layout = self.layout
props = layout.operator("view3d.viewnumpad", text="Top")
props.align_active = True
props.type = 'TOP'
props = layout.operator("view3d.viewnumpad", text="Bottom")
props.align_active = True
props.type = 'BOTTOM'
props = layout.operator("view3d.viewnumpad", text="Front")
props.align_active = True
props.type = 'FRONT'
props = layout.operator("view3d.viewnumpad", text="Back")
props.align_active = True
props.type = 'BACK'
props = layout.operator("view3d.viewnumpad", text="Right")
props.align_active = True
props.type = 'RIGHT'
props = layout.operator("view3d.viewnumpad", text="Left")
props.align_active = True
props.type = 'LEFT'
class VIEW3D_MT_view_cameras(Menu):
bl_label = "Cameras"
def draw(self, context):
layout = self.layout
layout.operator("view3d.object_as_camera")
layout.operator("view3d.viewnumpad", text="Active Camera").type = 'CAMERA'
# ********** Select menus, suffix from context.mode **********
class VIEW3D_MT_select_object(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("object.select_all").action = 'TOGGLE'
layout.operator("object.select_all", text="Inverse").action = 'INVERT'
layout.operator("object.select_random", text="Random")
layout.operator("object.select_mirror", text="Mirror")
layout.operator("object.select_by_layer", text="Select All by Layer")
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
layout.operator("object.select_camera", text="Select Camera")
layout.separator()
layout.operator_menu_enum("object.select_grouped", "type", text="Grouped")
layout.operator_menu_enum("object.select_linked", "type", text="Linked")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_pose(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("pose.select_all").action = 'TOGGLE'
layout.operator("pose.select_all", text="Inverse").action = 'INVERT'
layout.operator("pose.select_mirror", text="Flip Active")
layout.operator("pose.select_constraint_target", text="Constraint Target")
layout.operator("pose.select_linked", text="Linked")
layout.separator()
layout.operator("pose.select_hierarchy", text="Parent").direction = 'PARENT'
layout.operator("pose.select_hierarchy", text="Child").direction = 'CHILD'
layout.separator()
props = layout.operator("pose.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.separator()
layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_particle(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("particle.select_all").action = 'TOGGLE'
layout.operator("particle.select_linked")
layout.operator("particle.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_roots", text="Roots")
layout.operator("particle.select_tips", text="Tips")
class VIEW3D_MT_select_edit_mesh(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
# primitive
layout.operator("mesh.select_all").action = 'TOGGLE'
layout.operator("mesh.select_all", text="Inverse").action = 'INVERT'
layout.separator()
# numeric
layout.operator("mesh.select_random", text="Random")
layout.operator("mesh.select_nth")
layout.separator()
# geometric
layout.operator("mesh.edges_select_sharp", text="Sharp Edges")
layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces")
layout.separator()
# topology
layout.operator("mesh.select_loose", text="Loose Geometry")
if context.scene.tool_settings.mesh_select_mode[2] is False:
layout.operator("mesh.select_non_manifold", text="Non Manifold")
layout.operator("mesh.select_interior_faces", text="Interior Faces")
layout.operator("mesh.select_face_by_sides")
layout.separator()
# other ...
layout.operator_menu_enum("mesh.select_similar", "type", text="Similar")
layout.operator("mesh.select_ungrouped", text="Ungrouped Verts")
layout.separator()
layout.operator("mesh.select_more", text="More")
layout.operator("mesh.select_less", text="Less")
layout.separator()
layout.operator("mesh.select_mirror", text="Mirror")
layout.operator("mesh.select_axis", text="Side of Active")
layout.operator("mesh.select_linked", text="Linked")
layout.operator("mesh.shortest_path_select", text="Shortest Path")
layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
layout.separator()
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_select_edit_curve(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_all").action = 'TOGGLE'
layout.operator("curve.select_all", text="Inverse").action = 'INVERT'
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.separator()
layout.operator("curve.de_select_first")
layout.operator("curve.de_select_last")
layout.operator("curve.select_next")
layout.operator("curve.select_previous")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_surface(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_all").action = 'TOGGLE'
layout.operator("curve.select_all", text="Inverse").action = 'INVERT'
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.separator()
layout.operator("curve.select_row")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_text(Menu):
# intentional name mis-match
# select menu for 3d-text doesn't make sense
bl_label = "Edit"
def draw(self, context):
layout = self.layout
layout.operator("font.text_copy", text="Copy")
layout.operator("font.text_cut", text="Cut")
layout.operator("font.text_paste", text="Paste")
layout.separator()
layout.operator("font.text_paste_from_file")
layout.operator("font.text_paste_from_clipboard")
layout.separator()
layout.operator("font.select_all")
class VIEW3D_MT_select_edit_metaball(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("mball.select_all").action = 'TOGGLE'
layout.operator("mball.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("mball.select_random_metaelems")
layout.separator()
layout.operator_menu_enum("mball.select_similar", "type", text="Similar")
class VIEW3D_MT_select_edit_lattice(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("lattice.select_mirror")
layout.operator("lattice.select_random")
layout.operator("lattice.select_all").action = 'TOGGLE'
layout.operator("lattice.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("lattice.select_ungrouped", text="Ungrouped Verts")
class VIEW3D_MT_select_edit_armature(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("armature.select_all").action = 'TOGGLE'
layout.operator("armature.select_all", text="Inverse").action = 'INVERT'
layout.operator("armature.select_mirror", text="Mirror").extend = False
layout.separator()
layout.operator("armature.select_more", text="More")
layout.operator("armature.select_less", text="Less")
layout.separator()
layout.operator("armature.select_hierarchy", text="Parent").direction = 'PARENT'
layout.operator("armature.select_hierarchy", text="Child").direction = 'CHILD'
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.operator_menu_enum("armature.select_similar", "type", text="Similar")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_paint_mask(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("paint.face_select_all").action = 'TOGGLE'
layout.operator("paint.face_select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("paint.face_select_linked", text="Linked")
class VIEW3D_MT_select_paint_mask_vertex(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("paint.vert_select_all").action = 'TOGGLE'
layout.operator("paint.vert_select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("paint.vert_select_ungrouped", text="Ungrouped Verts")
# ********** Add menu **********
# XXX: INFO_MT_ names used to keep backwards compatibility (Addons etc that hook into the menu)
class INFO_MT_mesh_add(Menu):
bl_idname = "INFO_MT_mesh_add"
bl_label = "Mesh"
def draw(self, context):
from .space_view3d_toolbar import VIEW3D_PT_tools_add_object
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VIEW3D_PT_tools_add_object.draw_add_mesh(layout)
class INFO_MT_curve_add(Menu):
bl_idname = "INFO_MT_curve_add"
bl_label = "Curve"
def draw(self, context):
from .space_view3d_toolbar import VIEW3D_PT_tools_add_object
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VIEW3D_PT_tools_add_object.draw_add_curve(layout)
class INFO_MT_surface_add(Menu):
bl_idname = "INFO_MT_surface_add"
bl_label = "Surface"
def draw(self, context):
from .space_view3d_toolbar import VIEW3D_PT_tools_add_object
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VIEW3D_PT_tools_add_object.draw_add_surface(layout)
class INFO_MT_metaball_add(Menu):
bl_idname = "INFO_MT_metaball_add"
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.metaball_add", "type")
class INFO_MT_edit_curve_add(Menu):
bl_idname = "INFO_MT_edit_curve_add"
bl_label = "Add"
def draw(self, context):
is_surf = context.active_object.type == 'SURFACE'
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
if is_surf:
INFO_MT_surface_add.draw(self, context)
else:
INFO_MT_curve_add.draw(self, context)
class INFO_MT_edit_armature_add(Menu):
bl_idname = "INFO_MT_edit_armature_add"
bl_label = "Armature"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.bone_primitive_add", text="Single Bone", icon='BONE_DATA')
class INFO_MT_armature_add(Menu):
bl_idname = "INFO_MT_armature_add"
bl_label = "Armature"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.armature_add", text="Single Bone", icon='BONE_DATA')
class INFO_MT_add(Menu):
bl_label = "Add"
def draw(self, context):
layout = self.layout
# note, don't use 'EXEC_SCREEN' or operators wont get the 'v3d' context.
# Note: was EXEC_AREA, but this context does not have the 'rv3d', which prevents
# "align_view" to work on first call (see [#32719]).
layout.operator_context = 'EXEC_REGION_WIN'
#layout.operator_menu_enum("object.mesh_add", "type", text="Mesh", icon='OUTLINER_OB_MESH')
layout.menu("INFO_MT_mesh_add", icon='OUTLINER_OB_MESH')
#layout.operator_menu_enum("object.curve_add", "type", text="Curve", icon='OUTLINER_OB_CURVE')
layout.menu("INFO_MT_curve_add", icon='OUTLINER_OB_CURVE')
#layout.operator_menu_enum("object.surface_add", "type", text="Surface", icon='OUTLINER_OB_SURFACE')
layout.menu("INFO_MT_surface_add", icon='OUTLINER_OB_SURFACE')
layout.menu("INFO_MT_metaball_add", text="Metaball", icon='OUTLINER_OB_META')
layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT')
layout.separator()
layout.menu("INFO_MT_armature_add", icon='OUTLINER_OB_ARMATURE')
layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE'
layout.operator_menu_enum("object.empty_add", "type", text="Empty", icon='OUTLINER_OB_EMPTY')
layout.separator()
layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER')
layout.separator()
layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA')
layout.operator_menu_enum("object.lamp_add", "type", text="Lamp", icon='OUTLINER_OB_LAMP')
layout.separator()
layout.operator_menu_enum("object.effector_add", "type", text="Force Field", icon='OUTLINER_OB_EMPTY')
layout.separator()
if len(bpy.data.groups) > 10:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.group_instance_add", text="Group Instance...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_menu_enum("object.group_instance_add", "group", text="Group Instance", icon='OUTLINER_OB_EMPTY')
# ********** Object menu **********
class VIEW3D_MT_object(Menu):
bl_context = "objectmode"
bl_label = "Object"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform_object")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_object_clear")
layout.menu("VIEW3D_MT_object_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.operator("object.duplicate_move")
layout.operator("object.duplicate_move_linked")
layout.operator("object.delete", text="Delete...")
layout.operator("object.proxy_make", text="Make Proxy...")
layout.menu("VIEW3D_MT_make_links", text="Make Links...")
layout.operator("object.make_dupli_face")
layout.operator_menu_enum("object.make_local", "type", text="Make Local...")
layout.menu("VIEW3D_MT_make_single_user")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_object_track")
layout.menu("VIEW3D_MT_object_group")
layout.menu("VIEW3D_MT_object_constraints")
layout.separator()
layout.menu("VIEW3D_MT_object_quick_effects")
layout.separator()
layout.menu("VIEW3D_MT_object_game")
layout.separator()
layout.operator("object.join")
layout.separator()
layout.operator("object.move_to_layer", text="Move to Layer...")
layout.menu("VIEW3D_MT_object_showhide")
layout.operator_menu_enum("object.convert", "target")
class VIEW3D_MT_object_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframes...")
layout.operator("anim.keyframe_clear_v3d", text="Clear Keyframes...")
layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
layout.separator()
layout.operator("nla.bake", text="Bake Action...")
class VIEW3D_MT_object_clear(Menu):
bl_label = "Clear"
def draw(self, context):
layout = self.layout
layout.operator("object.location_clear", text="Location")
layout.operator("object.rotation_clear", text="Rotation")
layout.operator("object.scale_clear", text="Scale")
layout.operator("object.origin_clear", text="Origin")
class VIEW3D_MT_object_specials(Menu):
bl_label = "Specials"
@classmethod
def poll(cls, context):
# add more special types
return context.object
def draw(self, context):
layout = self.layout
scene = context.scene
obj = context.object
if obj.type == 'CAMERA':
layout.operator_context = 'INVOKE_REGION_WIN'
if obj.data.type == 'PERSP':
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.lens"
props.input_scale = 0.1
if obj.data.lens_unit == 'MILLIMETERS':
props.header_text = "Camera Lens Angle: %.1fmm"
else:
props.header_text = "Camera Lens Angle: %.1f\u00B0"
else:
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.ortho_scale"
props.input_scale = 0.01
props.header_text = "Camera Lens Scale: %.3f"
if not obj.data.dof_object:
#layout.label(text="Test Has DOF obj");
props = layout.operator("wm.context_modal_mouse", text="DOF Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.dof_distance"
props.input_scale = 0.02
props.header_text = "DOF Distance: %.3f"
if obj.type in {'CURVE', 'FONT'}:
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Extrude Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.extrude"
props.input_scale = 0.01
props.header_text = "Extrude Size: %.3f"
props = layout.operator("wm.context_modal_mouse", text="Width Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.offset"
props.input_scale = 0.01
props.header_text = "Width Size: %.3f"
if obj.type == 'EMPTY':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "empty_draw_size"
props.input_scale = 0.01
props.header_text = "Empty Draw Size: %.3f"
if obj.type == 'LAMP':
lamp = obj.data
layout.operator_context = 'INVOKE_REGION_WIN'
if scene.render.use_shading_nodes:
try:
value = lamp.node_tree.nodes["Emission"].inputs["Strength"].default_value
except AttributeError:
value = None
if value is not None:
props = layout.operator("wm.context_modal_mouse", text="Strength")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.node_tree.nodes[\"Emission\"].inputs[\"Strength\"].default_value"
props.header_text = "Lamp Strength: %.3f"
props.input_scale = 0.1
del value
if lamp.type == 'AREA':
props = layout.operator("wm.context_modal_mouse", text="Size X")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size"
props.header_text = "Lamp Size X: %.3f"
if lamp.shape == 'RECTANGLE':
props = layout.operator("wm.context_modal_mouse", text="Size Y")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size_y"
props.header_text = "Lamp Size Y: %.3f"
elif lamp.type in {'SPOT', 'POINT', 'SUN'}:
props = layout.operator("wm.context_modal_mouse", text="Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_soft_size"
props.header_text = "Lamp Size: %.3f"
else:
props = layout.operator("wm.context_modal_mouse", text="Energy")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.energy"
props.header_text = "Lamp Energy: %.3f"
if lamp.type in {'SPOT', 'AREA', 'POINT'}:
props = layout.operator("wm.context_modal_mouse", text="Falloff Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.distance"
props.input_scale = 0.1
props.header_text = "Lamp Falloff Distance: %.1f"
if lamp.type == 'SPOT':
layout.separator()
props = layout.operator("wm.context_modal_mouse", text="Spot Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_size"
props.input_scale = 0.01
props.header_text = "Spot Size: %.2f"
props = layout.operator("wm.context_modal_mouse", text="Spot Blend")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_blend"
props.input_scale = -0.01
props.header_text = "Spot Blend: %.2f"
if not scene.render.use_shading_nodes:
props = layout.operator("wm.context_modal_mouse", text="Clip Start")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_buffer_clip_start"
props.input_scale = 0.05
props.header_text = "Clip Start: %.2f"
props = layout.operator("wm.context_modal_mouse", text="Clip End")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_buffer_clip_end"
props.input_scale = 0.05
props.header_text = "Clip End: %.2f"
layout.separator()
props = layout.operator("object.isolate_type_render")
props = layout.operator("object.hide_render_clear_all")
class VIEW3D_MT_object_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
props = layout.operator("object.transform_apply", text="Location", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = True, False, False
props = layout.operator("object.transform_apply", text="Rotation", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, False
props = layout.operator("object.transform_apply", text="Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, False, True
props = layout.operator("object.transform_apply", text="Rotation & Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, True
layout.separator()
layout.operator("object.visual_transform_apply", text="Visual Transform", text_ctxt=i18n_contexts.default)
layout.operator("object.duplicates_make_real")
class VIEW3D_MT_object_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator_enum("object.parent_set", "type")
layout.separator()
layout.operator_enum("object.parent_clear", "type")
class VIEW3D_MT_object_track(Menu):
bl_label = "Track"
def draw(self, context):
layout = self.layout
layout.operator_enum("object.track_set", "type")
layout.separator()
layout.operator_enum("object.track_clear", "type")
class VIEW3D_MT_object_group(Menu):
bl_label = "Group"
def draw(self, context):
layout = self.layout
layout.operator("group.create")
# layout.operator_menu_enum("group.objects_remove", "group") # BUGGY
layout.operator("group.objects_remove")
layout.operator("group.objects_remove_all")
layout.separator()
layout.operator("group.objects_add_active")
layout.operator("group.objects_remove_active")
class VIEW3D_MT_object_constraints(Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("object.constraint_add_with_targets")
layout.operator("object.constraints_copy")
layout.operator("object.constraints_clear")
class VIEW3D_MT_object_quick_effects(Menu):
bl_label = "Quick Effects"
def draw(self, context):
layout = self.layout
layout.operator("object.quick_fur")
layout.operator("object.quick_explode")
layout.operator("object.quick_smoke")
layout.operator("object.quick_fluid")
class VIEW3D_MT_object_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("object.hide_view_clear", text="Show Hidden")
layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_make_single_user(Menu):
bl_label = "Make Single User"
def draw(self, context):
layout = self.layout
props = layout.operator("object.make_single_user", text="Object")
props.object = True
props.obdata = props.material = props.texture = props.animation = False
props = layout.operator("object.make_single_user", text="Object & Data")
props.object = props.obdata = True
props.material = props.texture = props.animation = False
props = layout.operator("object.make_single_user", text="Object & Data & Materials+Tex")
props.object = props.obdata = props.material = props.texture = True
props.animation = False
props = layout.operator("object.make_single_user", text="Materials+Tex")
props.material = props.texture = True
props.object = props.obdata = props.animation = False
props = layout.operator("object.make_single_user", text="Object Animation")
props.animation = True
props.object = props.obdata = props.material = props.texture = False
class VIEW3D_MT_make_links(Menu):
bl_label = "Make Links"
def draw(self, context):
layout = self.layout
operator_context_default = layout.operator_context
if len(bpy.data.scenes) > 10:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.make_links_scene", text="Objects to Scene...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene...")
layout.operator_context = operator_context_default
layout.operator_enum("object.make_links_data", "type") # inline
layout.operator("object.join_uvs") # stupid place to add this!
class VIEW3D_MT_object_game(Menu):
bl_label = "Game"
def draw(self, context):
layout = self.layout
layout.operator("object.logic_bricks_copy", text="Copy Logic Bricks")
layout.operator("object.game_physics_copy", text="Copy Physics Properties")
layout.separator()
layout.operator("object.game_property_copy", text="Replace Properties").operation = 'REPLACE'
layout.operator("object.game_property_copy", text="Merge Properties").operation = 'MERGE'
layout.operator_menu_enum("object.game_property_copy", "property", text="Copy Properties...")
layout.separator()
layout.operator("object.game_property_clear")
# ********** Brush menu **********
class VIEW3D_MT_brush(Menu):
bl_label = "Brush"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
ups = context.tool_settings.unified_paint_settings
layout.prop(ups, "use_unified_size", text="Unified Size")
layout.prop(ups, "use_unified_strength", text="Unified Strength")
layout.separator()
# brush paint modes
layout.menu("VIEW3D_MT_brush_paint_modes")
# brush tool
if context.sculpt_object:
layout.operator("brush.reset")
layout.prop_menu_enum(brush, "sculpt_tool")
elif context.image_paint_object:
layout.prop_menu_enum(brush, "image_tool")
elif context.vertex_paint_object or context.weight_paint_object:
layout.prop_menu_enum(brush, "vertex_tool")
# skip if no active brush
if not brush:
return
# TODO: still missing a lot of brush options here
# sculpt options
if context.sculpt_object:
sculpt_tool = brush.sculpt_tool
layout.separator()
layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset")
layout.separator()
if sculpt_tool != 'GRAB':
layout.prop_menu_enum(brush, "sculpt_stroke_method")
if sculpt_tool in {'DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'}:
layout.prop_menu_enum(brush, "direction")
if sculpt_tool == 'LAYER':
layout.prop(brush, "use_persistent")
layout.operator("sculpt.set_persistent_base")
class VIEW3D_MT_brush_paint_modes(Menu):
bl_label = "Enabled Modes"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.prop(brush, "use_paint_sculpt", text="Sculpt")
layout.prop(brush, "use_paint_vertex", text="Vertex Paint")
layout.prop(brush, "use_paint_weight", text="Weight Paint")
layout.prop(brush, "use_paint_image", text="Texture Paint")
# ********** Vertex paint menu **********
class VIEW3D_MT_paint_vertex(Menu):
bl_label = "Paint"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
layout.operator("paint.vertex_color_set")
layout.operator("paint.vertex_color_smooth")
layout.operator("paint.vertex_color_dirt")
class VIEW3D_MT_hook(Menu):
bl_label = "Hooks"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.hook_add_newob")
layout.operator("object.hook_add_selob").use_bone = False
layout.operator("object.hook_add_selob", text="Hook to Selected Object Bone").use_bone = True
if [mod.type == 'HOOK' for mod in context.active_object.modifiers]:
layout.separator()
layout.operator_menu_enum("object.hook_assign", "modifier")
layout.operator_menu_enum("object.hook_remove", "modifier")
layout.separator()
layout.operator_menu_enum("object.hook_select", "modifier")
layout.operator_menu_enum("object.hook_reset", "modifier")
layout.operator_menu_enum("object.hook_recenter", "modifier")
class VIEW3D_MT_vertex_group(Menu):
bl_label = "Vertex Groups"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.vertex_group_assign_new")
ob = context.active_object
if ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex):
if ob.vertex_groups.active:
layout.separator()
layout.operator("object.vertex_group_assign", text="Assign to Active Group")
layout.operator("object.vertex_group_remove_from", text="Remove from Active Group").use_all_groups = False
layout.operator("object.vertex_group_remove_from", text="Remove from All").use_all_groups = True
layout.separator()
if ob.vertex_groups.active:
layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group")
layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False
layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
# ********** Weight paint menu **********
class VIEW3D_MT_paint_weight(Menu):
bl_label = "Weights"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("object.vertex_group_normalize_all", text="Normalize All")
layout.operator("object.vertex_group_normalize", text="Normalize")
layout.operator("object.vertex_group_mirror", text="Mirror")
layout.operator("object.vertex_group_invert", text="Invert")
layout.operator("object.vertex_group_clean", text="Clean")
layout.operator("object.vertex_group_quantize", text="Quantize")
layout.operator("object.vertex_group_levels", text="Levels")
layout.operator("object.vertex_group_blend", text="Blend")
layout.operator("object.vertex_group_transfer_weight", text="Transfer Weights")
layout.operator("object.vertex_group_limit_total", text="Limit Total")
layout.operator("object.vertex_group_fix", text="Fix Deforms")
layout.separator()
layout.operator("paint.weight_set")
# ********** Sculpt menu **********
class VIEW3D_MT_sculpt(Menu):
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
sculpt = toolsettings.sculpt
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
layout.prop(sculpt, "use_symmetry_x")
layout.prop(sculpt, "use_symmetry_y")
layout.prop(sculpt, "use_symmetry_z")
layout.separator()
layout.prop(sculpt, "lock_x")
layout.prop(sculpt, "lock_y")
layout.prop(sculpt, "lock_z")
layout.separator()
layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_low_resolution")
layout.prop(sculpt, "show_brush")
layout.prop(sculpt, "use_deform_only")
layout.prop(sculpt, "show_diffuse_color")
class VIEW3D_MT_hide_mask(Menu):
bl_label = "Hide/Mask"
def draw(self, context):
layout = self.layout
props = layout.operator("paint.hide_show", text="Show All")
props.action = 'SHOW'
props.area = 'ALL'
props = layout.operator("paint.hide_show", text="Hide Bounding Box")
props.action = 'HIDE'
props.area = 'INSIDE'
props = layout.operator("paint.hide_show", text="Show Bounding Box")
props.action = 'SHOW'
props.area = 'INSIDE'
props = layout.operator("paint.hide_show", text="Hide Masked")
props.area = 'MASKED'
props.action = 'HIDE'
layout.separator()
props = layout.operator("paint.mask_flood_fill", text="Invert Mask")
props.mode = 'INVERT'
props = layout.operator("paint.mask_flood_fill", text="Fill Mask")
props.mode = 'VALUE'
props.value = 1
props = layout.operator("paint.mask_flood_fill", text="Clear Mask")
props.mode = 'VALUE'
props.value = 0
props = layout.operator("view3d.select_border", text="Box Mask")
props = layout.operator("paint.mask_lasso_gesture", text="Lasso Mask")
# ********** Particle menu **********
class VIEW3D_MT_particle(Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.operator("particle.mirror")
layout.separator()
layout.operator("particle.remove_doubles")
layout.operator("particle.delete")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.rekey")
layout.operator("particle.weight_set")
layout.separator()
layout.menu("VIEW3D_MT_particle_showhide")
class VIEW3D_MT_particle_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.operator("particle.rekey")
layout.operator("particle.delete")
layout.operator("particle.remove_doubles")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.weight_set")
layout.separator()
layout.operator("particle.mirror")
if particle_edit.select_mode == 'POINT':
layout.separator()
layout.operator("particle.select_roots")
layout.operator("particle.select_tips")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_all").action = 'TOGGLE'
layout.operator("particle.select_linked")
layout.operator("particle.select_all", text="Inverse").action = 'INVERT'
class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu):
_operator_name = "particle"
# ********** Pose Menu **********
class VIEW3D_MT_pose(Menu):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_pose_transform")
layout.menu("VIEW3D_MT_pose_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.menu("VIEW3D_MT_pose_slide")
layout.menu("VIEW3D_MT_pose_propagate")
layout.separator()
layout.operator("pose.copy")
layout.operator("pose.paste")
layout.operator("pose.paste", text="Paste X-Flipped Pose").flipped = True
layout.separator()
layout.menu("VIEW3D_MT_pose_library")
layout.menu("VIEW3D_MT_pose_motion")
layout.menu("VIEW3D_MT_pose_group")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_pose_ik")
layout.menu("VIEW3D_MT_pose_constraints")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS'
layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS'
layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS'
layout.operator("pose.flip_names")
layout.operator("pose.quaternions_flip")
layout.separator()
layout.operator_context = 'INVOKE_AREA'
layout.operator("armature.armature_layers", text="Change Armature Layers...")
layout.operator("pose.bone_layers", text="Change Bone Layers...")
layout.separator()
layout.menu("VIEW3D_MT_pose_showhide")
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_pose_transform(Menu):
bl_label = "Clear Transform"
def draw(self, context):
layout = self.layout
layout.operator("pose.transforms_clear", text="All")
layout.separator()
layout.operator("pose.loc_clear", text="Location")
layout.operator("pose.rot_clear", text="Rotation")
layout.operator("pose.scale_clear", text="Scale")
layout.separator()
layout.operator("pose.user_transforms_clear", text="Reset unkeyed")
class VIEW3D_MT_pose_slide(Menu):
bl_label = "In-Betweens"
def draw(self, context):
layout = self.layout
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
class VIEW3D_MT_pose_propagate(Menu):
bl_label = "Propagate"
def draw(self, context):
layout = self.layout
layout.operator("pose.propagate").mode = 'WHILE_HELD'
layout.separator()
layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY'
layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY'
layout.separator()
layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS'
class VIEW3D_MT_pose_library(Menu):
bl_label = "Pose Library"
def draw(self, context):
layout = self.layout
layout.operator("poselib.browse_interactive", text="Browse Poses...")
layout.separator()
layout.operator("poselib.pose_add", text="Add Pose...")
layout.operator("poselib.pose_rename", text="Rename Pose...")
layout.operator("poselib.pose_remove", text="Remove Pose...")
class VIEW3D_MT_pose_motion(Menu):
bl_label = "Motion Paths"
def draw(self, context):
layout = self.layout
layout.operator("pose.paths_calculate", text="Calculate")
layout.operator("pose.paths_clear", text="Clear")
class VIEW3D_MT_pose_group(Menu):
bl_label = "Bone Groups"
def draw(self, context):
layout = self.layout
pose = context.active_object.pose
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.group_assign", text="Assign to New Group").type = 0
if pose.bone_groups:
active_group = pose.bone_groups.active_index + 1
layout.operator("pose.group_assign", text="Assign to Group").type = active_group
layout.separator()
#layout.operator_context = 'INVOKE_AREA'
layout.operator("pose.group_unassign")
layout.operator("pose.group_remove")
class VIEW3D_MT_pose_ik(Menu):
bl_label = "Inverse Kinematics"
def draw(self, context):
layout = self.layout
layout.operator("pose.ik_add")
layout.operator("pose.ik_clear")
class VIEW3D_MT_pose_constraints(Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...")
layout.operator("pose.constraints_copy")
layout.operator("pose.constraints_clear")
class VIEW3D_MT_pose_showhide(ShowHideMenu, Menu):
_operator_name = "pose"
class VIEW3D_MT_pose_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
layout.operator("pose.armature_apply")
layout.operator("pose.visual_transform_apply")
class VIEW3D_MT_pose_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator("paint.weight_from_bones", text="Assign Automatic from Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign from Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("pose.select_constraint_target")
layout.operator("pose.flip_names")
layout.operator("pose.paths_calculate")
layout.operator("pose.paths_clear")
layout.operator("pose.user_transforms_clear")
layout.operator("pose.user_transforms_clear", text="Clear User Transforms (All)").only_selected = False
layout.operator("pose.relax")
layout.separator()
layout.operator_menu_enum("pose.autoside_names", "axis")
class BoneOptions:
def draw(self, context):
layout = self.layout
options = [
"show_wire",
"use_deform",
"use_envelope_multiply",
"use_inherit_rotation",
"use_inherit_scale",
]
if context.mode == 'EDIT_ARMATURE':
bone_props = bpy.types.EditBone.bl_rna.properties
data_path_iter = "selected_bones"
opt_suffix = ""
options.append("lock")
else: # pose-mode
bone_props = bpy.types.Bone.bl_rna.properties
data_path_iter = "selected_pose_bones"
opt_suffix = "bone."
for opt in options:
props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name,
text_ctxt=i18n_contexts.default)
props.data_path_iter = data_path_iter
props.data_path_item = opt_suffix + opt
props.type = self.type
class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions):
bl_label = "Toggle Bone Options"
type = 'TOGGLE'
class VIEW3D_MT_bone_options_enable(Menu, BoneOptions):
bl_label = "Enable Bone Options"
type = 'ENABLE'
class VIEW3D_MT_bone_options_disable(Menu, BoneOptions):
bl_label = "Disable Bone Options"
type = 'DISABLE'
# ********** Edit Menus, suffix from ob.type **********
class VIEW3D_MT_edit_mesh(Menu):
bl_label = "Mesh"
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_uv_map", text="UV Unwrap...")
layout.separator()
layout.operator("mesh.duplicate_move")
layout.menu("VIEW3D_MT_edit_mesh_extrude")
layout.menu("VIEW3D_MT_edit_mesh_delete")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_vertices")
layout.menu("VIEW3D_MT_edit_mesh_edges")
layout.menu("VIEW3D_MT_edit_mesh_faces")
layout.menu("VIEW3D_MT_edit_mesh_normals")
layout.menu("VIEW3D_MT_edit_mesh_clean")
layout.separator()
layout.operator("mesh.symmetrize")
layout.operator("mesh.symmetry_snap")
layout.operator("mesh.bisect")
layout.operator_menu_enum("mesh.sort_elements", "type", text="Sort Elements...")
layout.separator()
layout.prop(toolsettings, "use_mesh_automerge")
layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_showhide")
class VIEW3D_MT_edit_mesh_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.subdivide", text="Subdivide").smoothness = 0.0
layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0
layout.separator()
layout.operator("mesh.merge", text="Merge...")
layout.operator("mesh.remove_doubles")
layout.separator()
layout.operator("mesh.hide", text="Hide").unselected = False
layout.operator("mesh.reveal", text="Reveal")
layout.operator("mesh.select_all", text="Select Inverse").action = 'INVERT'
layout.separator()
layout.operator("mesh.flip_normals")
layout.operator("mesh.vertices_smooth", text="Smooth")
layout.operator("mesh.vertices_smooth_laplacian", text="Laplacian Smooth")
layout.separator()
layout.operator("mesh.inset")
layout.operator("mesh.bevel", text="Bevel")
layout.operator("mesh.bridge_edge_loops")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.separator()
layout.operator("mesh.blend_from_shape")
layout.operator("mesh.shape_propagate_to_all")
layout.operator("mesh.shortest_path_select")
layout.operator("mesh.sort_elements")
layout.operator("mesh.symmetrize")
layout.operator("mesh.symmetry_snap")
class VIEW3D_MT_edit_mesh_select_mode(Menu):
bl_label = "Mesh Select Mode"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.select_mode", text="Vertex", icon='VERTEXSEL').type = 'VERT'
layout.operator("mesh.select_mode", text="Edge", icon='EDGESEL').type = 'EDGE'
layout.operator("mesh.select_mode", text="Face", icon='FACESEL').type = 'FACE'
class VIEW3D_MT_edit_mesh_extrude(Menu):
bl_label = "Extrude"
_extrude_funcs = {
'VERT': lambda layout:
layout.operator("mesh.extrude_vertices_move", text="Vertices Only"),
'EDGE': lambda layout:
layout.operator("mesh.extrude_edges_move", text="Edges Only"),
'FACE': lambda layout:
layout.operator("mesh.extrude_faces_move", text="Individual Faces"),
'REGION': lambda layout:
layout.operator("view3d.edit_mesh_extrude_move_normal", text="Region"),
'REGION_VERT_NORMAL': lambda layout:
layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Region (Vertex Normals)"),
}
@staticmethod
def extrude_options(context):
mesh = context.object.data
select_mode = context.tool_settings.mesh_select_mode
menu = []
if mesh.total_face_sel:
menu += ['REGION', 'REGION_VERT_NORMAL', 'FACE']
if mesh.total_edge_sel and (select_mode[0] or select_mode[1]):
menu += ['EDGE']
if mesh.total_vert_sel and select_mode[0]:
menu += ['VERT']
# should never get here
return menu
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
for menu_id in self.extrude_options(context):
self._extrude_funcs[menu_id](layout)
class VIEW3D_MT_edit_mesh_vertices(Menu):
bl_label = "Vertices"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.merge")
layout.operator("mesh.rip_move")
layout.operator("mesh.rip_move_fill")
layout.operator("mesh.rip_edge_move")
layout.operator("mesh.split")
layout.operator_menu_enum("mesh.separate", "type")
layout.operator("mesh.vert_connect", text="Connect")
layout.operator("transform.vert_slide", text="Slide")
layout.separator()
op = layout.operator("mesh.mark_sharp", text="Shade Smooth")
op.use_verts = True
op.clear = True
layout.operator("mesh.mark_sharp", text="Shade Sharp").use_verts = True
layout.separator()
layout.operator("mesh.bevel").vertex_only = True
layout.operator("mesh.convex_hull")
layout.operator("mesh.vertices_smooth")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.blend_from_shape")
layout.operator("object.vertex_group_blend")
layout.operator("mesh.shape_propagate_to_all")
layout.separator()
layout.menu("VIEW3D_MT_vertex_group")
layout.menu("VIEW3D_MT_hook")
class VIEW3D_MT_edit_mesh_edges(Menu):
bl_label = "Edges"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
scene = context.scene
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.edge_face_add")
layout.operator("mesh.subdivide")
layout.operator("mesh.unsubdivide")
layout.separator()
layout.operator("transform.edge_crease")
layout.operator("transform.edge_bevelweight")
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp")
layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
layout.separator()
if with_freestyle:
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
layout.separator()
layout.operator("mesh.bevel").vertex_only = False
layout.operator("mesh.edge_split")
layout.operator("mesh.bridge_edge_loops")
layout.separator()
layout.operator("transform.edge_slide")
layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_edit_mesh_faces(Menu):
bl_label = "Faces"
bl_idname = "VIEW3D_MT_edit_mesh_faces"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
scene = context.scene
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.flip_normals")
layout.operator("mesh.edge_face_add")
layout.operator("mesh.fill")
layout.operator("mesh.fill_grid")
layout.operator("mesh.beautify_fill")
layout.operator("mesh.inset")
layout.operator("mesh.bevel").vertex_only = False
layout.operator("mesh.solidify")
layout.operator("mesh.intersect")
layout.operator("mesh.wireframe")
layout.separator()
if with_freestyle:
layout.operator("mesh.mark_freestyle_face").clear = False
layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
layout.separator()
layout.operator("mesh.poke")
layout.operator("mesh.quads_convert_to_tris")
layout.operator("mesh.tris_convert_to_quads")
layout.operator("mesh.face_split_by_edges")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.separator()
layout.operator("mesh.uvs_rotate")
layout.operator("mesh.uvs_reverse")
layout.operator("mesh.colors_rotate")
layout.operator("mesh.colors_reverse")
class VIEW3D_MT_edit_mesh_normals(Menu):
bl_label = "Normals"
def draw(self, context):
layout = self.layout
layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False
layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True
layout.separator()
layout.operator("mesh.flip_normals")
class VIEW3D_MT_edit_mesh_clean(Menu):
bl_label = "Clean up"
def draw(self, context):
layout = self.layout
layout.operator("mesh.delete_loose")
layout.separator()
layout.operator("mesh.dissolve_degenerate")
layout.operator("mesh.dissolve_limited")
layout.operator("mesh.vert_connect_nonplanar")
layout.operator("mesh.fill_holes")
class VIEW3D_MT_edit_mesh_delete(Menu):
bl_label = "Delete"
def draw(self, context):
layout = self.layout
layout.operator_enum("mesh.delete", "type")
layout.separator()
layout.operator("mesh.dissolve_verts")
layout.operator("mesh.dissolve_edges")
layout.operator("mesh.dissolve_faces")
layout.separator()
layout.operator("mesh.dissolve_limited")
layout.separator()
layout.operator("mesh.edge_collapse")
layout.operator("mesh.delete_edgeloop", text="Edge Loops")
class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, Menu):
_operator_name = "mesh"
# Edit Curve
# draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
def draw_curve(self, context):
layout = self.layout
toolsettings = context.tool_settings
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("curve.extrude_move")
layout.operator("curve.duplicate_move")
layout.operator("curve.split")
layout.operator("curve.separate")
layout.operator("curve.make_segment")
layout.operator("curve.cyclic_toggle")
layout.operator("curve.delete", text="Delete...")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_ctrlpoints")
layout.menu("VIEW3D_MT_edit_curve_segments")
layout.separator()
layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_showhide")
class VIEW3D_MT_edit_curve(Menu):
bl_label = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(Menu):
bl_label = "Control Points"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
if edit_object.type == 'CURVE':
layout.operator("transform.tilt")
layout.operator("curve.tilt_clear")
layout.operator("curve.separate")
layout.separator()
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.operator("curve.normals_make_consistent")
layout.separator()
layout.menu("VIEW3D_MT_hook")
class VIEW3D_MT_edit_curve_segments(Menu):
bl_label = "Segments"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
class VIEW3D_MT_edit_curve_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
layout.operator("curve.spline_weight_set")
layout.operator("curve.radius_set")
layout.operator("curve.smooth")
layout.operator("curve.smooth_weight")
layout.operator("curve.smooth_radius")
layout.operator("curve.smooth_tilt")
class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, Menu):
_operator_name = "curve"
class VIEW3D_MT_edit_surface(Menu):
bl_label = "Surface"
draw = draw_curve
class VIEW3D_MT_edit_font(Menu):
bl_label = "Text"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_edit_text_chars")
layout.separator()
layout.operator("font.style_toggle", text="Toggle Bold").style = 'BOLD'
layout.operator("font.style_toggle", text="Toggle Italic").style = 'ITALIC'
layout.operator("font.style_toggle", text="Toggle Underline").style = 'UNDERLINE'
layout.operator("font.style_toggle", text="Toggle Small Caps").style = 'SMALL_CAPS'
layout.separator()
layout.operator("font.insert_lorem")
class VIEW3D_MT_edit_text_chars(Menu):
bl_label = "Special Characters"
def draw(self, context):
layout = self.layout
layout.operator("font.text_insert", text="Copyright").text = "\u00A9"
layout.operator("font.text_insert", text="Registered Trademark").text = "\u00AE"
layout.separator()
layout.operator("font.text_insert", text="Degree Sign").text = "\u00B0"
layout.operator("font.text_insert", text="Multiplication Sign").text = "\u00D7"
layout.operator("font.text_insert", text="Circle").text = "\u008A"
layout.operator("font.text_insert", text="Superscript 1").text = "\u00B9"
layout.operator("font.text_insert", text="Superscript 2").text = "\u00B2"
layout.operator("font.text_insert", text="Superscript 3").text = "\u00B3"
layout.operator("font.text_insert", text="Double >>").text = "\u00BB"
layout.operator("font.text_insert", text="Double <<").text = "\u00AB"
layout.operator("font.text_insert", text="Promillage").text = "\u2030"
layout.separator()
layout.operator("font.text_insert", text="Dutch Florin").text = "\u00A4"
layout.operator("font.text_insert", text="British Pound").text = "\u00A3"
layout.operator("font.text_insert", text="Japanese Yen").text = "\u00A5"
layout.separator()
layout.operator("font.text_insert", text="German S").text = "\u00DF"
layout.operator("font.text_insert", text="Spanish Question Mark").text = "\u00BF"
layout.operator("font.text_insert", text="Spanish Exclamation Mark").text = "\u00A1"
class VIEW3D_MT_edit_meta(Menu):
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mball.delete_metaelems", text="Delete...")
layout.operator("mball.duplicate_metaelems")
layout.separator()
layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_meta_showhide")
class VIEW3D_MT_edit_meta_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("mball.reveal_metaelems", text="Show Hidden")
layout.operator("mball.hide_metaelems", text="Hide Selected").unselected = False
layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True
class VIEW3D_MT_edit_lattice(Menu):
bl_label = "Lattice"
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.operator_menu_enum("lattice.flip", "axis")
layout.separator()
layout.operator("lattice.make_regular")
layout.separator()
layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
class VIEW3D_MT_edit_armature(Menu):
bl_label = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_edit_armature_roll")
layout.separator()
layout.operator("armature.extrude_move")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.operator("armature.duplicate_move")
layout.operator("armature.merge")
layout.operator("armature.fill")
layout.operator("armature.delete")
layout.operator("armature.split")
layout.operator("armature.separate")
layout.separator()
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("armature.armature_layers")
layout.operator("armature.bone_layers")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_armature_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names", text="Flip Names")
class VIEW3D_MT_edit_armature_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator("armature.parent_set", text="Make")
layout.operator("armature.parent_clear", text="Clear")
class VIEW3D_MT_edit_armature_roll(Menu):
bl_label = "Bone Roll"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("armature.calculate_roll", "type")
layout.separator()
layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
# ********** Panel **********
class VIEW3D_PT_view3d_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "View"
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
col.prop(view, "lens")
col.label(text="Lock to Object:")
col.prop(view, "lock_object", text="")
lock_object = view.lock_object
if lock_object:
if lock_object.type == 'ARMATURE':
col.prop_search(view, "lock_bone", lock_object.data,
"edit_bones" if lock_object.mode == 'EDIT'
else "bones",
text="")
else:
col.prop(view, "lock_cursor", text="Lock to Cursor")
col = layout.column()
col.prop(view, "lock_camera")
col = layout.column(align=True)
col.label(text="Clip:")
col.prop(view, "clip_start", text="Start")
col.prop(view, "clip_end", text="End")
subcol = col.column(align=True)
subcol.enabled = not view.lock_camera_and_layers
subcol.label(text="Local Camera:")
subcol.prop(view, "camera", text="")
col = layout.column(align=True)
col.prop(view, "use_render_border")
col.active = view.region_3d.view_perspective != 'CAMERA'
class VIEW3D_PT_view3d_cursor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "3D Cursor"
@classmethod
def poll(cls, context):
view = context.space_data
return (view is not None)
def draw(self, context):
layout = self.layout
view = context.space_data
layout.column().prop(view, "cursor_location", text="Location")
class VIEW3D_PT_view3d_name(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Item"
@classmethod
def poll(cls, context):
return (context.space_data and context.active_object)
def draw(self, context):
layout = self.layout
ob = context.active_object
row = layout.row()
row.label(text="", icon='OBJECT_DATA')
row.prop(ob, "name", text="")
if ob.type == 'ARMATURE' and ob.mode in {'EDIT', 'POSE'}:
bone = context.active_bone
if bone:
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class VIEW3D_PT_view3d_display(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
col = layout.column()
col.prop(view, "show_only_render")
col = layout.column()
display_all = not view.show_only_render
col.active = display_all
col.prop(view, "show_outline_selected")
col.prop(view, "show_all_objects_origin")
col.prop(view, "show_relationship_lines")
col = layout.column()
col.active = display_all
split = col.split(percentage=0.55)
split.prop(view, "show_floor", text="Grid Floor")
row = split.row(align=True)
row.prop(view, "show_axis_x", text="X", toggle=True)
row.prop(view, "show_axis_y", text="Y", toggle=True)
row.prop(view, "show_axis_z", text="Z", toggle=True)
sub = col.column(align=True)
sub.active = (display_all and view.show_floor)
sub.prop(view, "grid_lines", text="Lines")
sub.prop(view, "grid_scale", text="Scale")
subsub = sub.column(align=True)
subsub.active = scene.unit_settings.system == 'NONE'
subsub.prop(view, "grid_subdivisions", text="Subdivisions")
layout.separator()
layout.operator("screen.region_quadview", text="Toggle Quad View")
if view.region_quadviews:
region = view.region_quadviews[2]
col = layout.column()
col.prop(region, "lock_rotation")
row = col.row()
row.enabled = region.lock_rotation
row.prop(region, "show_sync_view")
row = col.row()
row.enabled = region.lock_rotation and region.show_sync_view
row.prop(region, "use_box_clip")
class VIEW3D_PT_view3d_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Shading"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
gs = scene.game_settings
obj = context.object
col = layout.column()
if not scene.render.use_shading_nodes:
col.prop(gs, "material_mode", text="")
if view.viewport_shade == 'SOLID':
col.prop(view, "show_textured_solid")
col.prop(view, "use_matcap")
if view.use_matcap:
col.template_icon_view(view, "matcap_icon")
elif view.viewport_shade == 'TEXTURED':
if scene.render.use_shading_nodes or gs.material_mode != 'GLSL':
col.prop(view, "show_textured_shadeless")
col.prop(view, "show_backface_culling")
if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
col.prop(view, "show_occlude_wire")
class VIEW3D_PT_view3d_motion_tracking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Motion Tracking"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw_header(self, context):
view = context.space_data
self.layout.prop(view, "show_reconstruction", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.active = view.show_reconstruction
col.prop(view, "show_camera_path", text="Camera Path")
col.prop(view, "show_bundle_names", text="3D Marker Names")
col.label(text="Track Type and Size:")
row = col.row(align=True)
row.prop(view, "tracks_draw_type", text="")
row.prop(view, "tracks_draw_size", text="")
class VIEW3D_PT_view3d_meshdisplay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Mesh Display"
@classmethod
def poll(cls, context):
# The active object check is needed because of local-mode
return (context.active_object and (context.mode == 'EDIT_MESH'))
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
mesh = context.active_object.data
scene = context.scene
split = layout.split()
col = split.column()
col.label(text="Overlays:")
col.prop(mesh, "show_faces", text="Faces")
col.prop(mesh, "show_edges", text="Edges")
col.prop(mesh, "show_edge_crease", text="Creases")
if with_freestyle:
col.prop(mesh, "show_edge_seams", text="Seams")
layout.prop(mesh, "show_weight")
col = split.column()
col.label()
if not with_freestyle:
col.prop(mesh, "show_edge_seams", text="Seams")
col.prop(mesh, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural)
col.prop(mesh, "show_edge_bevel_weight", text="Bevel")
if with_freestyle:
col.prop(mesh, "show_freestyle_edge_marks", text="Edge Marks")
col.prop(mesh, "show_freestyle_face_marks", text="Face Marks")
col = layout.column()
col.separator()
col.label(text="Normals:")
row = col.row(align=True)
row.prop(mesh, "show_normal_vertex", text="", icon='VERTEXSEL')
row.prop(mesh, "show_normal_loop", text="", icon='VERTEXSEL')
row.prop(mesh, "show_normal_face", text="", icon='FACESEL')
sub = row.row(align=True)
sub.active = mesh.show_normal_vertex or mesh.show_normal_face or mesh.show_normal_loop
sub.prop(context.scene.tool_settings, "normal_size", text="Size")
col.separator()
split = layout.split()
col = split.column()
col.label(text="Edge Info:")
col.prop(mesh, "show_extra_edge_length", text="Length")
col.prop(mesh, "show_extra_edge_angle", text="Angle")
col = split.column()
col.label(text="Face Info:")
col.prop(mesh, "show_extra_face_area", text="Area")
col.prop(mesh, "show_extra_face_angle", text="Angle")
if bpy.app.debug:
layout.prop(mesh, "show_extra_indices")
class VIEW3D_PT_view3d_meshstatvis(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Mesh Analysis"
@classmethod
def poll(cls, context):
# The active object check is needed because of local-mode
return (context.active_object and (context.mode == 'EDIT_MESH'))
def draw_header(self, context):
mesh = context.active_object.data
self.layout.prop(mesh, "show_statvis", text="")
def draw(self, context):
layout = self.layout
mesh = context.active_object.data
statvis = context.tool_settings.statvis
layout.active = mesh.show_statvis
layout.prop(statvis, "type")
statvis_type = statvis.type
if statvis_type == 'OVERHANG':
row = layout.row(align=True)
row.prop(statvis, "overhang_min", text="")
row.prop(statvis, "overhang_max", text="")
layout.prop(statvis, "overhang_axis", expand=True)
elif statvis_type == 'THICKNESS':
row = layout.row(align=True)
row.prop(statvis, "thickness_min", text="")
row.prop(statvis, "thickness_max", text="")
layout.prop(statvis, "thickness_samples")
elif statvis_type == 'INTERSECT':
pass
elif statvis_type == 'DISTORT':
row = layout.row(align=True)
row.prop(statvis, "distort_min", text="")
row.prop(statvis, "distort_max", text="")
elif statvis_type == 'SHARP':
row = layout.row(align=True)
row.prop(statvis, "sharp_min", text="")
row.prop(statvis, "sharp_max", text="")
class VIEW3D_PT_view3d_curvedisplay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Curve Display"
@classmethod
def poll(cls, context):
editmesh = context.mode == 'EDIT_CURVE'
return (editmesh)
def draw(self, context):
layout = self.layout
curve = context.active_object.data
col = layout.column()
row = col.row()
row.prop(curve, "show_handles", text="Handles")
row.prop(curve, "show_normal_face", text="Normals")
col.prop(context.scene.tool_settings, "normal_size", text="Normal Size")
class VIEW3D_PT_background_image(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Background Images"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
view = context.space_data
self.layout.prop(view, "show_background_images", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.operator("view3d.background_image_add", text="Add Image")
for i, bg in enumerate(view.background_images):
layout.active = view.show_background_images
box = layout.box()
row = box.row(align=True)
row.prop(bg, "show_expanded", text="", emboss=False)
if bg.source == 'IMAGE' and bg.image:
row.prop(bg.image, "name", text="", emboss=False)
elif bg.source == 'MOVIE_CLIP' and bg.clip:
row.prop(bg.clip, "name", text="", emboss=False)
else:
row.label(text="Not Set")
if bg.show_background_image:
row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_OFF')
else:
row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_ON')
row.operator("view3d.background_image_remove", text="", emboss=False, icon='X').index = i
box.prop(bg, "view_axis", text="Axis")
if bg.show_expanded:
row = box.row()
row.prop(bg, "source", expand=True)
has_bg = False
if bg.source == 'IMAGE':
row = box.row()
row.template_ID(bg, "image", open="image.open")
if bg.image is not None:
box.template_image(bg, "image", bg.image_user, compact=True)
has_bg = True
elif bg.source == 'MOVIE_CLIP':
box.prop(bg, "use_camera_clip")
column = box.column()
column.active = not bg.use_camera_clip
column.template_ID(bg, "clip", open="clip.open")
if bg.clip:
column.template_movieclip(bg, "clip", compact=True)
if bg.use_camera_clip or bg.clip:
has_bg = True
column = box.column()
column.active = has_bg
column.prop(bg.clip_user, "proxy_render_size", text="")
column.prop(bg.clip_user, "use_render_undistorted")
if has_bg:
col = box.column()
col.prop(bg, "opacity", slider=True)
col.row().prop(bg, "draw_depth", expand=True)
if bg.view_axis in {'CAMERA', 'ALL'}:
col.row().prop(bg, "frame_method", expand=True)
row = col.row(align=True)
row.prop(bg, "offset_x", text="X")
row.prop(bg, "offset_y", text="Y")
if bg.view_axis != 'CAMERA':
col.prop(bg, "size")
class VIEW3D_PT_transform_orientations(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Transform Orientations"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
orientation = view.current_orientation
row = layout.row(align=True)
row.prop(view, "transform_orientation", text="")
row.operator("transform.create_orientation", text="", icon='ZOOMIN')
if orientation:
row = layout.row(align=True)
row.prop(orientation, "name", text="")
row.operator("transform.delete_orientation", text="", icon='X')
class VIEW3D_PT_etch_a_ton(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Skeleton Sketching"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
scene = context.space_data
ob = context.active_object
return scene and ob and ob.type == 'ARMATURE' and ob.mode == 'EDIT'
def draw_header(self, context):
layout = self.layout
toolsettings = context.scene.tool_settings
layout.prop(toolsettings, "use_bone_sketching", text="")
def draw(self, context):
layout = self.layout
toolsettings = context.scene.tool_settings
col = layout.column()
col.prop(toolsettings, "use_etch_quick")
col.prop(toolsettings, "use_etch_overdraw")
col.separator()
col.prop(toolsettings, "etch_convert_mode")
if toolsettings.etch_convert_mode == 'LENGTH':
col.prop(toolsettings, "etch_length_limit")
elif toolsettings.etch_convert_mode == 'ADAPTIVE':
col.prop(toolsettings, "etch_adaptive_limit")
elif toolsettings.etch_convert_mode == 'FIXED':
col.prop(toolsettings, "etch_subdivision_number")
elif toolsettings.etch_convert_mode == 'RETARGET':
col.prop(toolsettings, "etch_template")
col.prop(toolsettings, "etch_roll_mode")
col.separator()
colsub = col.column(align=True)
colsub.prop(toolsettings, "use_etch_autoname")
sub = colsub.column(align=True)
sub.enabled = not toolsettings.use_etch_autoname
sub.prop(toolsettings, "etch_number")
sub.prop(toolsettings, "etch_side")
col.separator()
col.operator("sketch.convert", text="Convert to Bones")
col.operator("sketch.delete", text="Delete Strokes")
class VIEW3D_PT_context_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
def _active_context_member(context):
obj = context.object
if obj:
mode = obj.mode
if mode == 'POSE':
return "active_pose_bone"
elif mode == 'EDIT' and obj.type == 'ARMATURE':
return "active_bone"
else:
return "object"
return ""
@classmethod
def poll(cls, context):
import rna_prop_ui
member = cls._active_context_member(context)
if member:
context_member, member = rna_prop_ui.rna_idprop_context_value(context, member, object)
return context_member and rna_prop_ui.rna_idprop_has_properties(context_member)
return False
def draw(self, context):
import rna_prop_ui
member = VIEW3D_PT_context_properties._active_context_member(context)
if member:
# Draw with no edit button
rna_prop_ui.draw(self.layout, context, member, object, False)
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()