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# space_view_3d_display_tools.py Copyright (C) 2014, Jordi Vall-llovera
# Multiple display tools for fast navigate/interact with the viewport
# ##### 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 LICENCE BLOCK #####
# Contributed to by:
# Jasperge, Pixaal, Meta-androcto, Lapineige, lijenstina,
# Felix Schlitter, Ales Sidenko, Jakub Belcik
bl_info = {
"name": "Display Tools",
"author": "Jordi Vall-llovera Medina, Jhon Wallace",
"version": (1, 6, 4),
"blender": (2, 7, 0),
"location": "Toolshelf",
"description": "Display tools for fast navigation/interaction with the viewport",
"warning": "",
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/"
"Py/Scripts/3D_interaction/Display_Tools",
"category": "3D View"}
# Import From Files
if "bpy" in locals():
import importlib
importlib.reload(display)
importlib.reload(fast_navigate)
importlib.reload(modifier_tools)
importlib.reload(shading_menu)
importlib.reload(select_tools)
importlib.reload(useless_tools)
importlib.reload(selection_restrictor)
else:
from . import display
from . import fast_navigate
from . import modifier_tools
from . import shading_menu
from . import select_tools
from . import useless_tools
from . import selection_restrictor
import bpy
from bpy.types import (
Panel,
PropertyGroup,
AddonPreferences,
)
from bpy.props import (
IntProperty,
BoolProperty,
BoolVectorProperty,
EnumProperty,
StringProperty,
PointerProperty,
)
class DisplayToolsPanel(Panel):
bl_label = "Display Tools"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_category = "Display"
bl_options = {'DEFAULT_CLOSED'}
display_type_icons = {
'BOUNDS': 'BBOX',
'WIRE': 'WIRE',
'SOLID': 'SOLID',
'TEXTURED': 'POTATO'
}
bounds_icons = {
'BOX': 'MESH_CUBE',
'SPHERE': 'MATSPHERE',
'CYLINDER': 'MESH_CYLINDER',
'CONE': 'MESH_CONE'
}
def draw(self, context):
scene = context.scene
display_tools = scene.display_tools
render = scene.render
view = context.space_data
gs = scene.game_settings
obj = context.object
obj_type = obj.type if obj else None
fx_settings = view.fx_settings
DISPLAYDROP = display_tools.UiTabDrop[0]
SHADINGDROP = display_tools.UiTabDrop[1]
SCENEDROP = display_tools.UiTabDrop[2]
MODIFIERDROP = display_tools.UiTabDrop[3]
SELECT2DROP = display_tools.UiTabDrop[4]
FASTNAVDROP = display_tools.UiTabDrop[5]
icon_active_0 = "TRIA_RIGHT" if not DISPLAYDROP else "TRIA_DOWN"
icon_active_1 = "TRIA_RIGHT" if not SHADINGDROP else "TRIA_DOWN"
icon_active_2 = "TRIA_RIGHT" if not SCENEDROP else "TRIA_DOWN"
icon_active_3 = "TRIA_RIGHT" if not MODIFIERDROP else "TRIA_DOWN"
icon_active_4 = "TRIA_RIGHT" if not SELECT2DROP else "TRIA_DOWN"
icon_active_5 = "TRIA_RIGHT" if not FASTNAVDROP else "TRIA_DOWN"
icon_wt_handler = "X" if display_tools.WT_handler_enable else "MOD_WIREFRAME"
layout = self.layout
# Display Scene options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(display_tools, "UiTabDrop", index=2, text="Display", icon=icon_active_2)
if not SCENEDROP:
if obj:
row.prop(obj, "show_texture_space", text="", icon="FACESEL_HLT")
row.prop(obj, "show_name", text="", icon="SORTALPHA")
row.prop(obj, "show_axis", text="", icon="AXIS_TOP")
else:
col = layout.column()
col.prop(view, "show_manipulator")
col = layout.column(align=True)
col.alignment = 'EXPAND'
col.prop(view, "show_only_render", toggle=True)
col.prop(view, "show_world", toggle=True)
col.prop(view, "show_outline_selected", toggle=True)
col.prop(view, "show_all_objects_origin", toggle=True)
col.prop(view, "show_backface_culling", toggle=True)
if obj:
col.prop(obj, "show_in_front", text="X-Ray", toggle=True)
if obj and obj_type == 'MESH':
col.prop(obj, "show_transparent", text="Transparency", toggle=True)
col = layout.column()
col.prop(render, "use_simplify", "Simplify", toggle=True)
if render.use_simplify is True:
col = layout.column(align=True)
col.label("Settings :")
col.prop(render, "simplify_subdivision", "Subdivision")
col.prop(render, "simplify_shadow_samples", "Shadow Samples")
col.prop(render, "simplify_child_particles", "Child Particles")
col.prop(render, "simplify_ao_sss", "AO and SSS")
# Draw Type options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(display_tools, "UiTabDrop", index=0, text="Draw Type", icon=icon_active_0)
if not DISPLAYDROP:
hide_wires = row.operator("ut.wire_show_hide", icon="MATSPHERE", text="")
hide_wires.show = False
hide_wires.selected = False
show_wires = row.operator("ut.wire_show_hide", icon="MESH_UVSPHERE", text="")
show_wires.show = True
show_wires.selected = False
row.operator("ut.all_edges", icon="MESH_GRID", text="").on = True
else:
if obj:
col = layout.column(align=True)
col.alignment = 'EXPAND'
col.label(text="Display As:")
col.prop(obj, "display_type", text="", icon=self.display_type_icons[obj.display_type])
col = layout.column(align=True)
col.alignment = 'CENTER'
col.label(text="Selected Object(s):")
row = col.row(align=True)
row.operator("view3d.display_draw_change", text="Wire",
icon='WIRE').drawing = 'WIRE'
row.operator("view3d.display_draw_change", text="Solid",
icon='SOLID').drawing = 'SOLID'
row = col.row()
row = col.row(align=True)
row.operator("view3d.display_draw_change", text="Textured",
icon="TEXTURE_SHADED").drawing = 'TEXTURED'
row.operator("view3d.display_draw_change", text="Bounds",
icon="BBOX").drawing = 'BOUNDS'
col = layout.column(align=True)
col.alignment = 'CENTER'
col.label(text="Wire Overlay:")
row = col.row()
row.operator("object.wt_selection_handler_toggle", icon=icon_wt_handler)
col = layout.column(align=True)
col.alignment = 'CENTER'
row = col.row(align=True)
row.operator("object.wt_hide_all_wire", icon="SOLID", text="Hide All")
row.operator("af_ops.wire_all", text="Toggle", icon="WIRE")
row = col.row()
row1 = col.row(align=True)
hide_wire = row1.operator("ut.wire_show_hide", icon="MATSPHERE", text="Hide")
hide_wire.show = False
hide_wire.selected = True
show_wire = row1.operator("ut.wire_show_hide", icon="MESH_UVSPHERE", text="Show")
show_wire.show = True
show_wire.selected = True
col = layout.column(align=True)
col.alignment = 'CENTER'
row = col.row()
row3 = col.row(align=True)
row3.alignment = 'CENTER'
row3.label(text="All Edges:")
row3.operator("ut.all_edges", icon="MESH_PLANE", text="Off").on = False
row3.operator("ut.all_edges", icon="MESH_GRID", text="On").on = True
col = layout.column(align=True)
col.alignment = 'EXPAND'
col.label("Bounding Box:")
row = col.row()
row.prop(display_tools, "BoundingMode", text="Type")
row = col.row()
col.separator()
col.operator("view3d.display_bounds_switch", "Bounds On",
icon='BBOX').bounds = True
col.operator("view3d.display_bounds_switch", "Bounds Off",
icon='BBOX').bounds = False
# Shading options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(display_tools, "UiTabDrop", index=1, text="Shading", icon=icon_active_1)
if not SHADINGDROP:
row.operator("object.shade_smooth", icon="SMOOTH", text="")
row.operator("object.shade_flat", icon="MESH_ICOSPHERE", text="")
row.menu("VIEW3D_MT_Shade_menu", icon='SOLID', text="")
else:
col = layout.column(align=True)
col.alignment = 'EXPAND'
if not scene.render.use_shading_nodes:
col.prop(gs, "material_mode", text="", toggle=True)
if view.viewport_shade == 'SOLID':
col.prop(view, "show_textured_solid", toggle=True)
col.prop(view, "use_matcap", toggle=True)
if view.use_matcap:
col.template_icon_view(view, "matcap_icon")
if view.viewport_shade == 'TEXTURED' or context.mode == 'PAINT_TEXTURE':
if scene.render.use_shading_nodes or gs.material_mode != 'GLSL':
col.prop(view, "show_textured_shadeless", toggle=True)
col.prop(view, "show_backface_culling", toggle=True)
if view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
if obj and obj.mode == 'EDIT':
col.prop(view, "show_occlude_wire", toggle=True)
if obj and obj_type == 'MESH' and obj.mode in {'EDIT'}:
col = layout.column(align=True)
col.label(text="Faces:")
row = col.row(align=True)
row.operator("mesh.faces_shade_smooth", text="Smooth")
row.operator("mesh.faces_shade_flat", text="Flat")
col.label(text="Edges:")
row = col.row(align=True)
row.operator("mesh.mark_sharp", text="Smooth").clear = True
row.operator("mesh.mark_sharp", text="Sharp")
col.label(text="Vertices:")
row = col.row(align=True)
props = row.operator("mesh.mark_sharp", text="Smooth")
props.use_verts = True
props.clear = True
row.operator("mesh.mark_sharp", text="Sharp").use_verts = True
col = layout.column(align=True)
col.label(text="Normals:")
col.operator("mesh.normals_make_consistent", text="Recalculate")
col.operator("mesh.flip_normals", text="Flip Direction")
col.operator("mesh.set_normals_from_faces", text="Set From Faces")
col.separator()
if view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
sub = col.column()
sub.active = view.region_3d.view_perspective == 'CAMERA'
sub.prop(fx_settings, "use_dof", toggle=True)
col.prop(fx_settings, "use_ssao", text="Ambient Occlusion", toggle=True)
if fx_settings.use_ssao:
ssao_settings = fx_settings.ssao
subcol = col.column(align=True)
subcol.prop(ssao_settings, "factor")
subcol.prop(ssao_settings, "distance_max")
subcol.prop(ssao_settings, "attenuation")
subcol.prop(ssao_settings, "samples")
subcol.prop(ssao_settings, "color")
# Modifier options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(display_tools, "UiTabDrop", index=3, text="Modifiers", icon=icon_active_3)
if not MODIFIERDROP:
mod_all_hide = row.operator("ut.subsurf_show_hide", icon="MOD_SOLIDIFY", text="")
mod_all_hide.show = False
mod_all_hide.selected = False
mod_all_show = row.operator("ut.subsurf_show_hide", icon="MOD_SUBSURF", text="")
mod_all_show.show = True
mod_all_show.selected = False
mod_optimal = row.operator("ut.optimaldisplay", icon="MESH_PLANE", text="")
mod_optimal.on = True
mod_optimal.selected = False
else:
col = layout.column(align=True)
col.alignment = 'EXPAND'
row = col.row(align=True)
row.label(text="Viewport Visibility:", icon="RESTRICT_VIEW_OFF")
row = col.row(align=True)
row.operator("view3d.toggle_apply_modifiers_view", text="Viewport Vis")
col.separator()
row = col.row()
row.label(text="Render Visibility:", icon="RENDER_STILL")
row = col.row(align=True)
row.operator("view3d.display_modifiers_render_switch", text="On").mod_render = True
row.operator("view3d.display_modifiers_render_switch", text="Off").mod_render = False
col.separator()
row = col.row()
row.label("Subsurf Visibility:", icon="ALIASED")
col = layout.column(align=True)
row1 = col.row(align=True)
mod_all2_hide = row1.operator("ut.subsurf_show_hide", icon="MOD_SOLIDIFY", text="Hide")
mod_all2_hide.show = False
mod_all2_hide.selected = True
mod_all2_show = row1.operator("ut.subsurf_show_hide", icon="MOD_SUBSURF", text="Show")
mod_all2_show.show = True
mod_all2_show.selected = True
row2 = col.row(align=True)
mod_sel_hide = row2.operator("ut.subsurf_show_hide", icon="MOD_SOLIDIFY", text="Hide All")
mod_sel_hide.show = False
mod_sel_hide.selected = False
mod_sel_show = row2.operator("ut.subsurf_show_hide", icon="MOD_SUBSURF", text="Show All")
mod_sel_show.show = True
mod_sel_show.selected = False
col.separator()
col = layout.column()
row = col.row(align=True)
row.label(text="Edit Mode:", icon="EDITMODE_HLT")
row = col.row(align=True)
row.operator("view3d.display_modifiers_edit_switch", text="On").mod_edit = True
row.operator("view3d.display_modifiers_edit_switch", text="Off").mod_edit = False
col.separator()
row = col.row()
row.label(text="Modifier Cage:", icon="MOD_LATTICE")
row = col.row(align=True)
row.operator("view3d.display_modifiers_cage_set", text="On").set_cage = True
row.operator("view3d.display_modifiers_cage_set", text="Off").set_cage = False
col.separator()
row = col.row(align=True)
row.label("Subdivision Level:", icon="MOD_SUBSURF")
row = col.row(align=True)
row.operator("view3d.modifiers_subsurf_level_set", text="0").level = 0
row.operator("view3d.modifiers_subsurf_level_set", text="1").level = 1
row.operator("view3d.modifiers_subsurf_level_set", text="2").level = 2
row.operator("view3d.modifiers_subsurf_level_set", text="3").level = 3
row.operator("view3d.modifiers_subsurf_level_set", text="4").level = 4
row.operator("view3d.modifiers_subsurf_level_set", text="5").level = 5
row.operator("view3d.modifiers_subsurf_level_set", text="6").level = 6
# Selection options
box1 = self.layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(display_tools, "UiTabDrop", index=4, text="Selection", icon=icon_active_4)
if not SELECT2DROP:
row.operator("view3d.select_box", text="", icon="MESH_PLANE")
row.operator("view3d.select_circle", text="", icon="MESH_CIRCLE")
row.label(text="", icon="BLANK1")
else:
if obj and obj.mode == 'OBJECT':
col = layout.column(align=True)
col.label(text="Render Visibility:")
col.operator("op.render_show_all_selected", icon="RESTRICT_VIEW_OFF")
col.operator("op.render_hide_all_selected", icon="RESTRICT_VIEW_ON")
col.label(text="Show/Hide:")
col.operator("opr.show_hide_object", text="Show/Hide", icon="GHOST_ENABLED")
col.operator("opr.show_all_objects", text="Show All", icon="RESTRICT_VIEW_OFF")
col.operator("opr.hide_all_objects", text="Hide Inactive", icon="RESTRICT_VIEW_ON")
if obj:
if obj.mode == 'OBJECT':
col = layout.column(align=True)
col.operator_menu_enum("object.show_by_type", "type", text="Show By Type")
col.operator_menu_enum("object.hide_by_type", "type", text="Hide By Type")
layout.label(text="Selection:")
col = layout.column(align=True)
col.operator_menu_enum("object.select_by_type", "type",
text="Select All by Type...")
if obj_type == 'MESH' and obj.mode == 'EDIT':
col = layout.column(align=True)
col.operator("mesh.select_linked", icon="ROTATECOLLECTION")
col.operator("opr.loop_multi_select", icon="OUTLINER_DATA_MESH")
col = layout.column(align=True)
col.operator("opr.select_all", icon="MOD_MESHDEFORM")
col.operator("opr.inverse_selection", icon="MOD_REMESH")
# fast nav options
box1 = layout.box()
col = box1.column(align=True)
row = col.row(align=True)
row.prop(display_tools, "UiTabDrop", index=5, text="Fast Nav", icon=icon_active_5)
if not FASTNAVDROP:
row.operator("view3d.fast_navigate_operator", text="", icon="NEXT_KEYFRAME")
row.operator("view3d.fast_navigate_stop", text="", icon="PANEL_CLOSE")
row.label(text="", icon="BLANK1")
else:
col = layout.column(align=True)
col.operator("view3d.fast_navigate_operator", icon="NEXT_KEYFRAME")
col.operator("view3d.fast_navigate_stop", icon="PANEL_CLOSE")
layout.label("Settings:")
layout.prop(display_tools, "OriginalMode")
layout.prop(display_tools, "FastMode")
layout.prop(display_tools, "EditActive", "Edit mode")
layout.prop(display_tools, "Delay")
col = layout.column(align=True)
col.active = display_tools.Delay
col.prop(display_tools, "DelayTimeGlobal", "Delay time")
layout.prop(display_tools, "ShowParticles")
col = layout.column(align=True)
col.active = display_tools.ShowParticles
col.prop(display_tools, "InitialParticles")
col.prop(display_tools, "ParticlesPercentageDisplay")
col = layout.column(align=True)
col.label("Screen Active Area:")
col.prop(display_tools, "ScreenStart")
col.prop(display_tools, "ScreenEnd")
# define scene props
class display_tools_scene_props(PropertyGroup):
# Init delay variables
Delay = BoolProperty(
default=False,
description="Activate delay return to normal viewport mode"
)
DelayTime = IntProperty(
default=30,
min=0,
max=500,
soft_min=10,
soft_max=250,
description="Delay time to return to normal viewport"
"mode after move your mouse cursor"
)
DelayTimeGlobal = IntProperty(
default=30,
min=1,
max=500,
soft_min=10,
soft_max=250,
description="Delay time to return to normal viewport"
"mode after move your mouse cursor"
)
# Init variable for fast navigate
EditActive = BoolProperty(
default=True,
description="Activate for fast navigate in edit mode too"
)
# Init properties for scene
FastNavigateStop = BoolProperty(
name="Fast Navigate Stop",
description="Stop fast navigate mode",
default=False
)
OriginalMode = EnumProperty(
items=[('TEXTURED', 'Texture', 'Texture display mode'),
('SOLID', 'Solid', 'Solid display mode')],
name="Normal",
default='SOLID'
)
BoundingMode = EnumProperty(
items=[('BOX', 'Box', 'Box shape'),
('SPHERE', 'Sphere', 'Sphere shape'),
('CYLINDER', 'Cylinder', 'Cylinder shape'),
('CONE', 'Cone', 'Cone shape')],
name="BB Mode"
)
FastMode = EnumProperty(
items=[('WIREFRAME', 'Wireframe', 'Wireframe display'),
('BOUNDBOX', 'Bounding Box', 'Bounding Box display')],
name="Fast"
)
ShowParticles = BoolProperty(
name="Show Particles",
description="Show or hide particles on fast navigate mode",
default=True
)
ParticlesPercentageDisplay = IntProperty(
name="Fast Display",
description="Display only a percentage of particles when active",
default=25,
min=0,
max=100,
soft_min=0,
soft_max=100,
subtype='FACTOR'
)
InitialParticles = IntProperty(
name="Normal Display",
description="When idle, how much particles are displayed\n"
"Overrides the Particles settings",
default=100,
min=0,
max=100,
soft_min=0,
soft_max=100
)
Symplify = IntProperty(
name="Integer",
description="Enter an integer"
)
ScreenStart = IntProperty(
name="Left Limit",
default=0,
min=0,
max=1024,
subtype='PIXEL',
description="Limit the screen active area width from the left side\n"
"Changed values will take effect on the next run",
)
ScreenEnd = IntProperty(
name="Right Limit",
default=0,
min=0,
max=1024,
subtype='PIXEL',
description="Limit the screen active area width from the right side\n"
"Changed values will take effect on the next run",
)
# Define the UI drop down prop
UiTabDrop = BoolVectorProperty(
name="Tab",
description="Expand/Collapse UI elements",
default=(False,) * 6,
size=6,
)
WT_handler_enable = BoolProperty(
default=False
)
WT_handler_previous_object = StringProperty(
default=""
)
# Addons Preferences Update Panel
# Define Panels for updating
panels = (
DisplayToolsPanel,
)
def update_panel(self, context):
message = "Display Tools: Updating Panel locations has failed"
try:
for panel in panels:
if "bl_rna" in panel.__dict__:
bpy.utils.unregister_class(panel)
for panel in panels:
panel.bl_category = context.preferences.addons[__name__].preferences.category
bpy.utils.register_class(panel)
except Exception as e:
print("\n[{}]\n{}\n\nError:\n{}".format(__name__, message, e))
pass
class DisplayToolsPreferences(AddonPreferences):
# this must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
bl_idname = __name__
category = StringProperty(
name="Tab Category",
description="Choose a name for the category of the panel",
default="Display",
update=update_panel
)
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.label(text="Tab Category:")
col.prop(self, "category", text="")
def DRAW_hide_by_type_MENU(self, context):
self.layout.operator_menu_enum(
"object.hide_by_type",
"type", text="Hide By Type"
)
self.layout.operator_menu_enum(
"object.show_by_type",
"type", text="Show By Type"
)
# register the classes and props
def register():
bpy.utils.register_module(__name__)
bpy.types.VIEW3D_MT_object_showhide.append(DRAW_hide_by_type_MENU)
# Register Scene Properties
bpy.types.Scene.display_tools = PointerProperty(
type=display_tools_scene_props
)
update_panel(None, bpy.context)
selection_restrictor.register()
def unregister():
selection_restrictor.unregister()
bpy.types.VIEW3D_MT_object_showhide.remove(DRAW_hide_by_type_MENU)
bpy.utils.unregister_module(__name__)
del bpy.types.Scene.display_tools
if __name__ == "__main__":
register()
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