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|
# ##### 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 #####
# Contributed to by:
# meta-androcto, Hidesato Ikeya, zmj100, Gert De Roost, TrumanBlending, PKHG, #
# Oscurart, Greg, Stanislav Blinov, komi3D, BlenderLab, Paul Marshall (brikbot), #
# metalliandy, macouno, CoDEmanX, dustractor, Liero, lijenstina, Germano Cavalcante #
# Pistiwique, Jimmy Hazevoet #
bl_info = {
"name": "Edit Tools 2",
"author": "meta-androcto",
"version": (0, 3, 4),
"blender": (2, 78, 0),
"location": "View3D > Toolshelf > Tools and Specials (W-key)",
"description": "Extra mesh edit tools - modifying meshes and selection",
"warning": "",
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/"
"Py/Scripts/Modeling/Extra_Tools",
"category": "Mesh"}
# Import From Files
if "bpy" in locals():
import importlib
importlib.reload(face_inset_fillet)
importlib.reload(mesh_filletplus)
importlib.reload(mesh_vertex_chamfer)
importlib.reload(mesh_mextrude_plus)
importlib.reload(mesh_offset_edges)
importlib.reload(pkhg_faces)
importlib.reload(mesh_edge_roundifier)
importlib.reload(mesh_cut_faces)
importlib.reload(split_solidify)
importlib.reload(mesh_edges_floor_plan)
importlib.reload(mesh_edges_length)
importlib.reload(random_vertices)
importlib.reload(mesh_fastloop)
importlib.reload(mesh_edgetools)
importlib.reload(mesh_pen_tool)
importlib.reload(vfe_context_menu)
importlib.reload(mesh_help)
importlib.reload(mesh_select_by_direction)
importlib.reload(mesh_select_by_edge_length)
importlib.reload(mesh_select_by_pi)
importlib.reload(mesh_select_by_type)
importlib.reload(mesh_select_connected_faces)
importlib.reload(mesh_index_select)
importlib.reload(mesh_selection_topokit)
importlib.reload(mesh_info_select)
importlib.reload(mesh_extrude_and_reshape)
importlib.reload(mesh_check)
importlib.reload(vertex_align)
else:
from . import face_inset_fillet
from . import mesh_filletplus
from . import mesh_vertex_chamfer
from . import mesh_mextrude_plus
from . import mesh_offset_edges
from . import pkhg_faces
from . import mesh_edge_roundifier
from . import mesh_cut_faces
from . import split_solidify
from . import mesh_edges_floor_plan
from . import mesh_edges_length
from . import random_vertices
from . import mesh_fastloop
from . import mesh_edgetools
from . import mesh_pen_tool
from . import vfe_context_menu
from . import mesh_help
from . import mesh_extrude_and_reshape
from . import mesh_check
from . import vertex_align
from .mesh_select_tools import mesh_select_by_direction
from .mesh_select_tools import mesh_select_by_edge_length
from .mesh_select_tools import mesh_select_by_pi
from .mesh_select_tools import mesh_select_by_type
from .mesh_select_tools import mesh_select_connected_faces
from .mesh_select_tools import mesh_index_select
from .mesh_select_tools import mesh_selection_topokit
from .mesh_select_tools import mesh_info_select
from . icons.icons import load_icons
import bpy
import bpy_extras.keyconfig_utils
from bpy.types import (
Menu,
Panel,
PropertyGroup,
AddonPreferences,
)
from bpy.props import (
BoolProperty,
BoolVectorProperty,
EnumProperty,
FloatProperty,
FloatVectorProperty,
IntVectorProperty,
PointerProperty,
)
# ------ MENUS ------ #
# Define the "Extras" menu
class VIEW3D_MT_edit_mesh_extras(Menu):
bl_idname = "VIEW3D_MT_edit_mesh_extras"
bl_label = "Edit Tools"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
mode = context.tool_settings.mesh_select_mode
if mode[0]:
split = layout.split()
col = split.column()
col.label(text="Vertex", icon="VERTEXSEL")
col.separator()
col.operator("mesh.vertex_chamfer", text="Vertex Chamfer")
col.operator("mesh.random_vertices", text="Random Vertices")
col = split.column()
col.label(text="Utilities", icon="SCRIPTWIN")
col.separator()
col.operator("object_ot.fastloop", text="Fast loop")
col.operator("mesh.flip_normals", text="Normals Flip")
col.operator("mesh.remove_doubles", text="Remove Doubles")
col.operator("mesh.subdivide", text="Subdivide")
col.operator("mesh.dissolve_limited", text="Dissolve Limited")
elif mode[1]:
split = layout.split()
col = split.column()
col.label(text="Edge", icon="EDGESEL")
col.separator()
col.operator("mesh.fillet_plus", text="Edge Fillet Plus")
col.operator("mesh.offset_edges", text="Offset Edges")
col.operator("mesh.edge_roundifier", text="Edge Roundify")
col.operator("object.mesh_edge_length_set", text="Set Edge Length")
col.operator("mesh.edges_floor_plan")
col = split.column()
col.label(text="Utilities", icon="SCRIPTWIN")
col.separator()
col.operator("object_ot.fastloop", text="Fast loop")
col.operator("mesh.flip_normals", text="Normals Flip")
col.operator("mesh.remove_doubles", text="Remove Doubles")
col.operator("mesh.subdivide", text="Subdivide")
col.operator("mesh.dissolve_limited", text="Dissolve Limited")
elif mode[2]:
split = layout.split()
col = split.column()
col.label(text="Face", icon="FACESEL")
col.separator()
col.operator("object.mextrude", text="Multi Extrude")
col.operator("mesh.face_inset_fillet", text="Face Inset Fillet")
col.operator("mesh.extrude_reshape", text="Push/Pull")
col.operator("mesh.add_faces_to_object", text="PKHG Faces")
col.operator("mesh.ext_cut_faces", text="Cut Faces")
col.operator("mesh.split_solidify", text="Split Solidify")
col = split.column()
col.label(text="Utilities", icon="SCRIPTWIN")
col.separator()
col.operator("object_ot.fastloop", text="Fast loop")
col.operator("mesh.flip_normals", text="Normals Flip")
col.operator("mesh.remove_doubles", text="Remove Doubles")
col.operator("mesh.subdivide", text="Subdivide")
col.operator("mesh.dissolve_limited", text="Dissolve Limited")
class EditToolsPanel(Panel):
bl_label = "Mesh Edit Tools"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_context = "mesh_edit"
bl_category = "Tools"
bl_options = {"DEFAULT_CLOSED"}
def draw(self, context):
scene = context.scene
VERTDROP = scene.mesh_extra_tools.UiTabDrop[0]
EDGEDROP = scene.mesh_extra_tools.UiTabDrop[1]
FACEDROP = scene.mesh_extra_tools.UiTabDrop[2]
UTILSDROP = scene.mesh_extra_tools.UiTabDrop[3]
# Change icons depending on the bool state (compliant with the rest of the UI)
icon_active_0 = "TRIA_RIGHT" if not VERTDROP else "TRIA_DOWN"
icon_active_1 = "TRIA_RIGHT" if not EDGEDROP else "TRIA_DOWN"
icon_active_2 = "TRIA_RIGHT" if not FACEDROP else "TRIA_DOWN"
icon_active_3 = "TRIA_RIGHT" if not UTILSDROP else "TRIA_DOWN"
layout = self.layout
# Vert options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(scene.mesh_extra_tools, "UiTabDrop", text="Vertex", index=0, icon=icon_active_0)
if not VERTDROP:
row.menu("mesh.vert_select_tools", icon="RESTRICT_SELECT_OFF", text="")
row.menu("VIEW3D_MT_Select_Vert", icon="VERTEXSEL", text="")
else:
layout = self.layout
row = layout.row()
row.label(text="Vertex Tools:", icon="VERTEXSEL")
row = layout.split(0.8, align=True)
row.operator("mesh.vertex_chamfer", text="Chamfer")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_vertex_chamfer"
row = layout.split(0.8, align=True)
row.operator("mesh.random_vertices", text="Random Vertices")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "random_vertices"
# Vertex Align Properties And Menu
cen0 = scene.mesh_extra_tools.vert_align_to
layout = self.layout
layout.label(text="Vertex Align:", icon="UV_VERTEXSEL")
# Draw the menu with 2 options
layout.prop(scene.mesh_extra_tools, "vert_align_to", expand=False)
if cen0 == 'vertex':
row = layout.row(align=True)
row.operator("vertex_align.store_id", text="Store Selected Vertex")
row = layout.split(0.8, align=True)
row.operator("vertex_align.align_original", text="Align to Axis")
props = row.operator("mesh.extra_tools_help", icon="LAYER_USED")
props.help_ids = "vertex_align"
props.popup_size = 400
elif cen0 == "coordinates":
layout.prop(scene.mesh_extra_tools, "vert_align_use_stored", toggle=True)
if scene.mesh_extra_tools.vert_align_use_stored:
col = layout.column(align=True)
col.prop(scene.mesh_extra_tools, "vert_align_store_axis", expand=True)
row = layout.split(0.8, align=True)
row.operator("vertex_align.coord_list_id", text="Align Coordinates")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "vertex_align"
# Edge options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(scene.mesh_extra_tools, "UiTabDrop", text="Edge", index=1, icon=icon_active_1)
if not EDGEDROP:
row.menu("mesh.edge_select_tools", icon="RESTRICT_SELECT_OFF", text="")
row.menu("VIEW3D_MT_Select_Edge", icon="EDGESEL", text="")
else:
layout = self.layout
row = layout.row()
row.label(text="Edge Tools:", icon="EDGESEL")
row.menu("VIEW3D_MT_edit_mesh_edgetools", icon="GRID")
row = layout.split(0.8, align=True)
row.operator("mesh.fillet_plus", text="Fillet plus")
props = row.operator("mesh.extra_tools_help", icon="LAYER_USED")
props.help_ids = "mesh_filletplus"
props.popup_size = 400
row = layout.split(0.8, align=True)
row.operator("mesh.offset_edges", text="Offset Edges")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_offset_edges"
row = layout.split(0.8, align=True)
row.operator("mesh.edge_roundifier", text="Roundify")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_edge_roundifier"
row = layout.split(0.8, align=True)
row.operator("object.mesh_edge_length_set", text="Set Edge Length")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_edges_length"
row = layout.split(0.8, align=True)
row.operator("mesh.edges_floor_plan")
props = row.operator("mesh.extra_tools_help", icon="LAYER_USED")
props.help_ids = "mesh_edges_floor_plan"
props.popup_size = 400
# Face options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(scene.mesh_extra_tools, "UiTabDrop", text="Face", index=2, icon=icon_active_2)
if not FACEDROP:
row.menu("mesh.face_select_tools", icon="RESTRICT_SELECT_OFF", text="")
row.menu("VIEW3D_MT_Select_Face", icon="FACESEL", text="")
else:
layout = self.layout
row = layout.row()
row.label(text="Face Tools:", icon="FACESEL")
row = layout.split(0.8, align=True)
row.operator("object.mextrude", text="Multi Extrude")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_mextrude_plus"
row = layout.split(0.8, align=True)
row.operator("mesh.extrude_reshape", text="Push/Pull")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_extrude_and_reshape"
row = layout.split(0.8, align=True)
row.operator("mesh.face_inset_fillet", text="Inset Fillet")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "face_inset_fillet"
row = layout.split(0.8, align=True)
row.operator("mesh.ext_cut_faces", text="Cut Faces")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "mesh_cut_faces"
row = layout.split(0.8, align=True)
row.operator("mesh.split_solidify", text="Split Solidify")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "split_solidify"
row = layout.split(0.8, align=True)
row.operator("mesh.add_faces_to_object", "Shape Extrude")
row.operator("mesh.extra_tools_help",
icon="LAYER_USED").help_ids = "pkhg_faces"
# Utils options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(scene.mesh_extra_tools, "UiTabDrop", text="Utils", index=3, icon=icon_active_3)
if not UTILSDROP:
row.menu("mesh.utils specials", icon="SOLO_OFF", text="")
row.menu("VIEW3D_MT_Edit_MultiMET", icon="LOOPSEL", text="")
else:
layout = self.layout
row = layout.row()
row.label(text="Utilities:")
row = layout.row()
row = layout.split(0.8, align=True)
row.operator("object_ot.fastloop", text="Fast Loop")
props = row.operator("mesh.extra_tools_help", icon="LAYER_USED")
props.help_ids = "mesh_fastloop"
props.popup_size = 400
col = layout.column(align=True)
col.operator("mesh.flip_normals", text="Normals Flip")
col.operator("mesh.remove_doubles", text="Remove Doubles")
col.operator("mesh.subdivide", text="Subdivide")
col.operator("mesh.dissolve_limited", text="Dissolve Limited")
row = layout.row(align=True)
row.operator("mesh.select_vert_edge_face_index",
icon="VERTEXSEL", text="Select By Index").select_type = 'VERT'
# Mesh Check
layout = self.layout
icons = load_icons()
tris = icons.get("triangles")
ngons = icons.get("ngons")
mesh_check = context.window_manager.mesh_check
icon_active_4 = "TRIA_RIGHT" if not mesh_check.mesh_check_use else "TRIA_DOWN"
row = layout.row()
row = layout.split(0.8, align=True)
row.prop(mesh_check, "mesh_check_use", toggle=True, icon=icon_active_4)
row.operator("mesh.extra_tools_help", icon="LAYER_USED").help_ids = "mesh_check"
if mesh_check.mesh_check_use:
layout = self.layout
row = layout.row(align=True)
row.operator("object.face_type_select", text="Tris",
icon_value=tris.icon_id).face_type = 'tris'
row.operator("object.face_type_select", text="Ngons",
icon_value=ngons.icon_id).face_type = 'ngons'
row = layout.row()
row.prop(mesh_check, "display_faces", text="Display Faces")
if mesh_check.display_faces:
col = layout.column(align=True)
col.prop(mesh_check, "edge_width")
col.prop(mesh_check, "face_opacity")
row = layout.row()
row.label(text="Custom Colors:", icon="COLOR")
col = layout.column().split(percentage=0.1, align=True)
col.label(text="", icon_value=tris.icon_id)
col.prop(mesh_check, "custom_tri_color", text="")
col = layout.column().split(percentage=0.1, align=True)
col.label(text="", icon_value=ngons.icon_id)
col.prop(mesh_check, "custom_ngons_color", text="")
layout.separator()
row = layout.row(align=True)
if bpy.app.debug:
obj_data = getattr(context.active_object, "data", None)
if obj_data:
row.prop(obj_data, "show_extra_indices",
icon="LINENUMBERS_ON", toggle=True)
if context.mode == 'EDIT_MESH' and not context.space_data.use_occlude_geometry:
row.prop(mesh_check, "finer_lines_behind_use", icon="ORTHO")
# ********** Edit Multiselect **********
class VIEW3D_MT_Edit_MultiMET(Menu):
bl_label = "Multi Select"
bl_description = "Multi Select Modes"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
prop = layout.operator("wm.context_set_value",
text="Vertex Select",
icon='VERTEXSEL')
prop.value = "(True, False, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Edge Select",
icon='EDGESEL')
prop.value = "(False, True, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Face Select",
icon='FACESEL')
prop.value = "(False, False, True)"
prop.data_path = "tool_settings.mesh_select_mode"
layout.separator()
prop = layout.operator("wm.context_set_value",
text="Vertex and Edge Select",
icon='EDITMODE_HLT')
prop.value = "(True, True, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Vertex and Face Select",
icon='ORTHO')
prop.value = "(True, False, True)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Edge and Face Select",
icon='SNAP_FACE')
prop.value = "(False, True, True)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Vertex, Edge and Face Select",
icon='SNAP_VOLUME')
prop.value = "(True, True, True)"
prop.data_path = "tool_settings.mesh_select_mode"
# Select Tools
class VIEW3D_MT_Select_Vert(Menu):
bl_label = "Select Vert"
bl_description = "Vertex Selection Modes"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
prop = layout.operator("wm.context_set_value",
text="Vertex Select",
icon='VERTEXSEL')
prop.value = "(True, False, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Vertex and Edge Select",
icon='EDITMODE_HLT')
prop.value = "(True, True, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Vertex and Face Select",
icon='ORTHO')
prop.value = "(True, False, True)"
prop.data_path = "tool_settings.mesh_select_mode"
class VIEW3D_MT_Select_Edge(Menu):
bl_label = "Select Edge"
bl_description = "Edge Selection Modes"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
prop = layout.operator("wm.context_set_value",
text="Edge Select",
icon='EDGESEL')
prop.value = "(False, True, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Vertex and Edge Select",
icon='EDITMODE_HLT')
prop.value = "(True, True, False)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Edge and Face Select",
icon='SNAP_FACE')
prop.value = "(False, True, True)"
prop.data_path = "tool_settings.mesh_select_mode"
class VIEW3D_MT_Select_Face(Menu):
bl_label = "Select Face"
bl_description = "Face Selection Modes"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
prop = layout.operator("wm.context_set_value",
text="Face Select",
icon='FACESEL')
prop.value = "(False, False, True)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Vertex and Face Select",
icon='ORTHO')
prop.value = "(True, False, True)"
prop.data_path = "tool_settings.mesh_select_mode"
prop = layout.operator("wm.context_set_value",
text="Edge and Face Select",
icon='SNAP_FACE')
prop.value = "(False, True, True)"
prop.data_path = "tool_settings.mesh_select_mode"
class VIEW3D_MT_selectface_edit_mesh_add(Menu):
bl_label = "Select by Face"
bl_idname = "mesh.face_select_tools"
bl_description = "Face Selection Tools"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.label(text="Face Selection Tools", icon="RESTRICT_SELECT_OFF")
layout.separator()
layout.operator("mesh.select_all").action = 'TOGGLE'
layout.operator("mesh.select_all", text="Inverse").action = 'INVERT'
layout.operator("mesh.ext_deselect_boundary", text="Deselect Boundary")
layout.separator()
layout.operator("data.facetype_select", text="Triangles").face_type = "3"
layout.operator("data.facetype_select", text="Quads").face_type = "4"
layout.operator("data.facetype_select", text="Ngons").face_type = "5"
layout.separator()
layout.operator("mesh.select_vert_edge_face_index",
text="By Face Index").select_type = 'FACE'
layout.operator("mesh.select_by_direction", text="By Direction")
layout.operator("mesh.select_by_pi", text="By Pi or e")
layout.operator("mesh.select_connected_faces", text="By Connected Faces")
layout.operator("mesh.conway", text="By Conway's game of life")
layout.separator()
layout.operator("mesh.e2e_efe", text="Neighbors by Face")
layout.operator("mesh.f2f_fvnef", text="Neighbors by Vert not Edge")
class VIEW3D_MT_selectedge_edit_mesh_add(Menu):
bl_label = "Select by Edge"
bl_idname = "mesh.edge_select_tools"
bl_description = "Edge Selection Tools"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.label(text="Edge Selection Tools", icon="RESTRICT_SELECT_OFF")
layout.separator()
layout.operator("mesh.select_all").action = 'TOGGLE'
layout.operator("mesh.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("mesh.select_vert_edge_face_index",
text="By Edge Index").select_type = 'EDGE'
layout.operator("mesh.select_by_direction", text="By Direction")
layout.operator("mesh.select_by_pi", text="By Pi or e")
layout.operator("mesh.select_by_edge_length", text="By Edge Length")
layout.separator()
layout.operator("mesh.e2e_eve", text="Neighbors by Vertex")
layout.operator("mesh.e2e_evfe", text="Neighbors by Vertex and Face")
layout.operator("mesh.e2e_efnve", text="Lateral Neighbors")
layout.operator("mesh.e2e_evnfe", text="Longitudinal Edges")
class VIEW3D_MT_selectvert_edit_mesh_add(Menu):
bl_label = "Select by Vert"
bl_idname = "mesh.vert_select_tools"
bl_description = "Vertex Selection Tools"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.label(text="Vertex Selection Tools", icon="RESTRICT_SELECT_OFF")
layout.separator()
layout.operator("mesh.select_all").action = 'TOGGLE'
layout.operator("mesh.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("mesh.select_vert_edge_face_index",
text="By Vert Index").select_type = 'VERT'
layout.operator("mesh.select_by_direction", text="By Direction")
layout.operator("mesh.select_by_pi", text="By Pi or e")
layout.separator()
layout.operator("mesh.v2v_by_edge", text="Neighbors by Edge")
layout.operator("mesh.e2e_eve", text="Neighbors by Vertex")
layout.operator("mesh.e2e_efe", text="Neighbors by Face")
layout.operator("mesh.v2v_facewise", text="Neighbors by Face - Edge")
class VIEW3D_MT_utils_context_menu(Menu):
bl_label = "Specials Menu"
bl_idname = "mesh.utils specials"
bl_description = "Utils Quick Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.label(text="Fast Specials")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_clean")
layout.separator()
layout.operator("mesh.subdivide", text="Subdivide").smoothness = 0.0
layout.operator("mesh.merge", text="Merge...")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.inset")
layout.operator("mesh.bevel", text="Bevel")
layout.operator("mesh.bridge_edge_loops")
layout.separator()
layout.operator("mesh.normals_make_consistent",
text="Recalculate Outside").inside = False
layout.operator("mesh.normals_make_consistent",
text="Recalculate Inside").inside = True
layout.operator("mesh.flip_normals")
# Define the "Extras" Menu append
class VIEW3D_MT_edit_mesh_all(Menu):
bl_idname = "VIEW3D_MT_edit_mesh_all"
bl_label = "Mesh Edit Tools"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_edit_mesh_extras")
layout.menu("VIEW3D_MT_edit_mesh_edgetools")
def menu_func(self, context):
self.layout.menu("VIEW3D_MT_edit_mesh_extras")
self.layout.menu("VIEW3D_MT_edit_mesh_edgetools")
# Define "Select" Menu append
def menu_select(self, context):
if context.tool_settings.mesh_select_mode[2]:
self.layout.menu("mesh.face_select_tools", icon="FACESEL")
if context.tool_settings.mesh_select_mode[1]:
self.layout.menu("mesh.edge_select_tools", icon="EDGESEL")
if context.tool_settings.mesh_select_mode[0]:
self.layout.menu("mesh.vert_select_tools", icon="VERTEXSEL")
# Scene Properties
class MeshExtraToolsSceneProps(PropertyGroup):
# Define the UI drop down prop
UiTabDrop = BoolVectorProperty(
name="Tab",
description="Expand/Collapse UI elements",
default=(False,) * 4,
size=4,
)
# Vertex align
vert_align_store_axis: FloatVectorProperty(
name="Define Custom Coordinates",
description="Store the values of coordinates, for repeated use\n"
"as a starting point",
default=(0.0, 0.0, 0.0),
min=-100.0, max=100.0,
step=1, size=3,
subtype='XYZ',
precision=3
)
vert_align_use_stored: BoolProperty(
name="Use Stored Coordinates",
description="Use starting point coordinates for alignment",
default=False
)
vert_align_to: EnumProperty(
items=(('vertex', "Original vertex",
"Use the stored vertex coordinates for aligning"),
('coordinates', "Custom coordinates",
"Use defined custom coordinates for aligning")),
name="Align to",
default='vertex'
)
vert_align_axis = BoolVectorProperty(
name="Axis",
description="Align to a specific Axis",
default=(True, False, False),
size=3,
)
# Mesh Info select
mesh_info_show: BoolProperty(
name="Show Face Info",
description="Display the Object's Face Count information\n"
"Note: it can have some performance impact on dense meshes\n"
"Leave it closed if not needed or set the Delay to a higher value",
default=False
)
mesh_info_delay: FloatProperty(
name="Delay",
description="Set the Update time Delay in seconds\n"
"Set to zero to update with the UI refresh\n"
"Higher values will sometimes need to hover over the cursor",
default=2.0,
min=0.0, max=20.0,
step=100,
subtype='TIME',
precision=1
)
# Add-on Preferences
class mesh_extra_tools_pref(AddonPreferences):
bl_idname = __name__
show_info: BoolProperty(
name="Info",
default=False,
description="Some general information about the add-on",
)
show_shortcuts: BoolProperty(
name="Hot Keys",
default=False,
description="List of the shortcuts used for the included various tools",
)
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, "show_info", icon="INFO")
if self.show_info:
box.label(text="Collection of various extra Mesh Edit Functions",
icon="LAYER_ACTIVE")
box.label(text="The majority of the tools can be found in"
"Mesh Edit Mode Toolshelf or W key Specials Menu",
icon="LAYER_USED")
box.label(text="The Pen tool is a separate Panel in the Toolshelf",
icon="LAYER_USED")
box.label(text="The Face Extrude tool is only available in Object Mode "
"as a separate panel in the Toolshelf",
icon="LAYER_USED")
box.label(text="Face Info / Select is a separate Panel located in Properties > Data Editor",
icon="LAYER_USED")
box.prop(self, "show_shortcuts", icon="KEYINGSET")
if self.show_shortcuts:
col = box.column()
col.label(text="Double Right Click in Edit mode in the 3D Viewport",
icon="LAYER_ACTIVE")
col.label(text="Used for quick access to the Vertex, Edge and Face context menus",
icon="LAYER_USED")
col.separator()
col.label(text="W-key in Edit Mode in the 3D Viewport",
icon="LAYER_ACTIVE")
col.label(text="Tools are grouped into menus prepended to the Specials Menu",
icon="LAYER_USED")
col.separator()
col.label(text="Ctrl+D in Edit Mode in the 3D Viewport",
icon="LAYER_ACTIVE")
col.label(text="Used by the Pen Tool to start drawing. When activated:",
icon="LAYER_USED")
col.label(text="Shift + Mouse Move is used to draw along the X axis",
icon="LAYER_USED")
col.label(text="Alt + Mouse Move is used to draw along the Y axis",
icon="LAYER_USED")
col.separator()
col.label(text="Note: when using Fast Loop operator, press Esc twice to finish",
icon="LAYER_ACTIVE")
def register():
mesh_pen_tool.register()
vfe_context_menu.register()
mesh_extrude_and_reshape.register()
mesh_check.register()
bpy.utils.register_module(__name__)
# Register Scene Properties
bpy.types.Scene.mesh_extra_tools = PointerProperty(
type=MeshExtraToolsSceneProps
)
# Used in mesh_selection_topokit to store cache selection data
bpy.types.Object.tkkey = IntVectorProperty(size=4)
# Add "Extras" menu to the "W-key Specials" menu
bpy.types.VIEW3D_MT_edit_mesh_context_menu.prepend(menu_func)
bpy.types.VIEW3D_MT_select_edit_mesh.prepend(menu_select)
try:
bpy.types.VIEW3D_MT_Select_Edit_Mesh.prepend(menu_select)
except:
pass
def unregister():
mesh_pen_tool.unregister()
vfe_context_menu.unregister()
mesh_extrude_and_reshape.unregister()
mesh_check.unregister()
del bpy.types.Scene.mesh_extra_tools
del bpy.types.Object.tkkey
bpy.utils.unregister_module(__name__)
# Remove "Extras" menu from the "" menu.
bpy.types.VIEW3D_MT_edit_mesh_context_menu.remove(menu_func)
bpy.types.VIEW3D_MT_select_edit_mesh.remove(menu_select)
try:
bpy.types.VIEW3D_MT_Select_Edit_Mesh.remove(menu_select)
except:
pass
if __name__ == "__main__":
register()
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