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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_data_modifier.py')
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diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py
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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 #####
+
+# <pep8 compliant>
+import bpy
+
+
+class ModifierButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "modifier"
+
+
+class DATA_PT_modifiers(ModifierButtonsPanel, bpy.types.Panel):
+ bl_label = "Modifiers"
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.object
+
+ layout.operator_menu_enum("object.modifier_add", "type")
+
+ for md in ob.modifiers:
+ box = layout.template_modifier(md)
+ if box:
+ # match enum type to our functions, avoids a lookup table.
+ getattr(self, md.type)(box, ob, md)
+
+ # the mt.type enum is (ab)used for a lookup on function names
+ # ...to avoid lengthy if statements
+ # so each type must have a function here.
+
+ def ARMATURE(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Object:")
+ col.prop(md, "object", text="")
+ col.prop(md, "use_deform_preserve_volume")
+
+ col = split.column()
+ col.label(text="Bind To:")
+ col.prop(md, "use_vertex_groups", text="Vertex Groups")
+ col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
+
+ layout.separator()
+
+ row = layout.row()
+ row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+ sub = row.row()
+ sub.active = bool(md.vertex_group)
+ sub.prop(md, "invert_vertex_group")
+
+ layout.prop(md, "use_multi_modifier")
+
+ def ARRAY(self, layout, ob, md):
+ layout.prop(md, "fit_type")
+
+ if md.fit_type == 'FIXED_COUNT':
+ layout.prop(md, "count")
+ elif md.fit_type == 'FIT_LENGTH':
+ layout.prop(md, "fit_length")
+ elif md.fit_type == 'FIT_CURVE':
+ layout.prop(md, "curve")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "use_constant_offset")
+ sub = col.column()
+ sub.active = md.use_constant_offset
+ sub.prop(md, "constant_offset_displace", text="")
+
+ col.separator()
+
+ col.prop(md, "use_merge_vertices", text="Merge")
+ sub = col.column()
+ sub.active = md.use_merge_vertices
+ sub.prop(md, "use_merge_vertices_cap", text="First Last")
+ sub.prop(md, "merge_threshold", text="Distance")
+
+ col = split.column()
+ col.prop(md, "use_relative_offset")
+ sub = col.column()
+ sub.active = md.use_relative_offset
+ sub.prop(md, "relative_offset_displace", text="")
+
+ col.separator()
+
+ col.prop(md, "use_object_offset")
+ sub = col.column()
+ sub.active = md.use_object_offset
+ sub.prop(md, "offset_object", text="")
+
+ layout.separator()
+
+ layout.prop(md, "start_cap")
+ layout.prop(md, "end_cap")
+
+ def BEVEL(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "width")
+
+ col = split.column()
+ col.prop(md, "use_only_vertices")
+
+ layout.label(text="Limit Method:")
+ layout.row().prop(md, "limit_method", expand=True)
+ if md.limit_method == 'ANGLE':
+ layout.prop(md, "angle_limit")
+ elif md.limit_method == 'WEIGHT':
+ layout.row().prop(md, "edge_weight_method", expand=True)
+
+ def BOOLEAN(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Operation:")
+ col.prop(md, "operation", text="")
+
+ col = split.column()
+ col.label(text="Object:")
+ col.prop(md, "object", text="")
+
+ def BUILD(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "frame_start")
+ col.prop(md, "frame_duration")
+
+ col = split.column()
+ col.prop(md, "use_random_order")
+ sub = col.column()
+ sub.active = md.use_random_order
+ sub.prop(md, "seed")
+
+ def CAST(self, layout, ob, md):
+ split = layout.split(percentage=0.25)
+
+ split.label(text="Cast Type:")
+ split.prop(md, "cast_type", text="")
+
+ split = layout.split(percentage=0.25)
+
+ col = split.column()
+ col.prop(md, "use_x")
+ col.prop(md, "use_y")
+ col.prop(md, "use_z")
+
+ col = split.column()
+ col.prop(md, "factor")
+ col.prop(md, "radius")
+ col.prop(md, "size")
+ col.prop(md, "use_radius_as_size")
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+ col = split.column()
+ col.label(text="Control Object:")
+ col.prop(md, "object", text="")
+ if md.object:
+ col.prop(md, "use_transform")
+
+ def CLOTH(self, layout, ob, md):
+ layout.label(text="See Cloth panel.")
+
+ def COLLISION(self, layout, ob, md):
+ layout.label(text="See Collision panel.")
+
+ def CURVE(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Object:")
+ col.prop(md, "object", text="")
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+ layout.label(text="Deformation Axis:")
+ layout.row().prop(md, "deform_axis", expand=True)
+
+ def DECIMATE(self, layout, ob, md):
+ layout.prop(md, "ratio")
+ layout.label(text="Face Count: %s" % str(md.face_count))
+
+ def DISPLACE(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Texture:")
+ col.template_ID(md, "texture", new="texture.new")
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ col = split.column()
+ col.label(text="Direction:")
+ col.prop(md, "direction", text="")
+ col.label(text="Texture Coordinates:")
+ col.prop(md, "texture_coords", text="")
+ if md.texture_coords == 'OBJECT':
+ layout.prop(md, "texture_coordinate_object", text="Object")
+ elif md.texture_coords == 'UV' and ob.type == 'MESH':
+ layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
+
+ layout.separator()
+
+ row = layout.row()
+ row.prop(md, "mid_level")
+ row.prop(md, "strength")
+
+ def EDGE_SPLIT(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "use_edge_angle", text="Edge Angle")
+ sub = col.column()
+ sub.active = md.use_edge_angle
+ sub.prop(md, "split_angle")
+
+ split.prop(md, "use_edge_sharp", text="Sharp Edges")
+
+ def EXPLODE(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Vertex group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+ sub = col.column()
+ sub.active = bool(md.vertex_group)
+ sub.prop(md, "protect")
+ col.label(text="Particle UV")
+ col.prop_search(md, "particle_uv", ob.data, "uv_textures", text="")
+
+ col = split.column()
+ col.prop(md, "use_edge_cut")
+ col.prop(md, "show_unborn")
+ col.prop(md, "show_alive")
+ col.prop(md, "show_dead")
+ col.prop(md, "use_size")
+
+ layout.operator("object.explode_refresh", text="Refresh")
+
+ def FLUID_SIMULATION(self, layout, ob, md):
+ layout.label(text="See Fluid panel.")
+
+ def HOOK(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Object:")
+ col.prop(md, "object", text="")
+ if md.object and md.object.type == 'ARMATURE':
+ col.label(text="Bone:")
+ col.prop_search(md, "subtarget", md.object.data, "bones", text="")
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "falloff")
+ col.prop(md, "force", slider=True)
+
+ col = split.column()
+ col.operator("object.hook_reset", text="Reset")
+ col.operator("object.hook_recenter", text="Recenter")
+
+ if ob.mode == 'EDIT':
+ layout.separator()
+ row = layout.row()
+ row.operator("object.hook_select", text="Select")
+ row.operator("object.hook_assign", text="Assign")
+
+ def LATTICE(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Object:")
+ col.prop(md, "object", text="")
+
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ def MASK(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Mode:")
+ col.prop(md, "mode", text="")
+ col = split.column()
+ if md.mode == 'ARMATURE':
+ col.label(text="Armature:")
+ col.prop(md, "armature", text="")
+ elif md.mode == 'VERTEX_GROUP':
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ sub = col.column()
+ sub.active = bool(md.vertex_group)
+ sub.prop(md, "invert_vertex_group")
+
+ def MESH_DEFORM(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column()
+ sub.label(text="Object:")
+ sub.prop(md, "object", text="")
+ sub.active = not md.is_bound
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ sub = col.column()
+ sub.active = bool(md.vertex_group)
+ sub.prop(md, "invert_vertex_group")
+
+ layout.separator()
+
+ if md.is_bound:
+ layout.operator("object.meshdeform_bind", text="Unbind")
+ else:
+ layout.operator("object.meshdeform_bind", text="Bind")
+
+ row = layout.row()
+ row.prop(md, "precision")
+ row.prop(md, "use_dynamic_bind")
+
+ def MIRROR(self, layout, ob, md):
+ split = layout.split(percentage=0.25)
+
+ col = split.column()
+ col.label(text="Axis:")
+ col.prop(md, "use_x")
+ col.prop(md, "use_y")
+ col.prop(md, "use_z")
+
+ col = split.column()
+ col.label(text="Options:")
+ col.prop(md, "use_mirror_merge", text="Merge")
+ col.prop(md, "use_clip", text="Clipping")
+ col.prop(md, "use_mirror_vertex_groups", text="Vertex Groups")
+
+ col = split.column()
+ col.label(text="Textures:")
+ col.prop(md, "use_mirror_u", text="U")
+ col.prop(md, "use_mirror_v", text="V")
+
+ col = layout.column()
+
+ if md.use_mirror_merge == True:
+ col.prop(md, "merge_threshold")
+ col.label(text="Mirror Object:")
+ col.prop(md, "mirror_object", text="")
+
+ def MULTIRES(self, layout, ob, md):
+ layout.row().prop(md, "subdivision_type", expand=True)
+
+ split = layout.split()
+ col = split.column()
+ col.prop(md, "levels", text="Preview")
+ col.prop(md, "sculpt_levels", text="Sculpt")
+ col.prop(md, "render_levels", text="Render")
+
+ col = split.column()
+
+ col.enabled = ob.mode != 'EDIT'
+ col.operator("object.multires_subdivide", text="Subdivide")
+ col.operator("object.multires_higher_levels_delete", text="Delete Higher")
+ col.operator("object.multires_reshape", text="Reshape")
+ col.operator("object.multires_base_apply", text="Apply Base")
+ col.prop(md, "show_only_control_edges")
+
+ layout.separator()
+
+ col = layout.column()
+ row = col.row()
+ if md.is_external:
+ row.operator("object.multires_external_pack", text="Pack External")
+ row.label()
+ row = col.row()
+ row.prop(md, "filepath", text="")
+ else:
+ row.operator("object.multires_external_save", text="Save External...")
+ row.label()
+
+ def PARTICLE_INSTANCE(self, layout, ob, md):
+ layout.prop(md, "object")
+ layout.prop(md, "particle_system_index", text="Particle System")
+
+ split = layout.split()
+ col = split.column()
+ col.label(text="Create From:")
+ col.prop(md, "use_normal")
+ col.prop(md, "use_children")
+ col.prop(md, "use_size")
+
+ col = split.column()
+ col.label(text="Show Particles When:")
+ col.prop(md, "show_alive")
+ col.prop(md, "show_unborn")
+ col.prop(md, "show_dead")
+
+ layout.separator()
+
+ layout.prop(md, "use_path", text="Create Along Paths")
+
+ split = layout.split()
+ split.active = md.use_path
+ col = split.column()
+ col.row().prop(md, "axis", expand=True)
+ col.prop(md, "use_preserve_shape")
+
+ col = split.column()
+ col.prop(md, "position", slider=True)
+ col.prop(md, "random_position", text="Random", slider=True)
+
+ def PARTICLE_SYSTEM(self, layout, ob, md):
+ layout.label(text="See Particle panel.")
+
+ def SCREW(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "axis")
+ col.prop(md, "object", text="AxisOb")
+ col.prop(md, "angle")
+ col.prop(md, "steps")
+ col.prop(md, "render_steps")
+
+ col = split.column()
+ row = col.row()
+ row.active = (md.object is None or md.use_object_screw_offset == False)
+ row.prop(md, "screw_offset")
+ row = col.row()
+ row.active = (md.object is not None)
+ row.prop(md, "use_object_screw_offset")
+ col.prop(md, "use_normal_calculate")
+ col.prop(md, "use_normal_flip")
+ col.prop(md, "iterations")
+
+ def SHRINKWRAP(self, layout, ob, md):
+ split = layout.split()
+ col = split.column()
+ col.label(text="Target:")
+ col.prop(md, "target", text="")
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "offset")
+ col.prop(md, "subsurf_levels")
+
+ col = split.column()
+ col.label(text="Mode:")
+ col.prop(md, "wrap_method", text="")
+
+ split = layout.split(percentage=0.25)
+
+ col = split.column()
+
+ if md.wrap_method == 'PROJECT':
+ col.label(text="Axis:")
+ col.prop(md, "use_project_x")
+ col.prop(md, "use_project_y")
+ col.prop(md, "use_project_z")
+
+ col = split.column()
+ col.label(text="Direction:")
+ col.prop(md, "use_negative_direction")
+ col.prop(md, "use_positive_direction")
+
+ col = split.column()
+
+ col.label(text="Cull Faces:")
+ col.prop(md, "cull_face", expand=True)
+
+ layout.label(text="Auxiliary Target:")
+ layout.prop(md, "auxiliary_target", text="")
+
+ elif md.wrap_method == 'NEAREST_SURFACEPOINT':
+ layout.prop(md, "use_keep_above_surface")
+
+ def SIMPLE_DEFORM(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Mode:")
+ col.prop(md, "deform_method", text="")
+
+ col = split.column()
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Origin:")
+ col.prop(md, "origin", text="")
+ sub = col.column()
+ sub.active = (md.origin is not None)
+ sub.prop(md, "use_relative")
+
+ col = split.column()
+ col.label(text="Deform:")
+ col.prop(md, "factor")
+ col.prop(md, "limits", slider=True)
+ if md.deform_method in {'TAPER', 'STRETCH'}:
+ col.prop(md, "lock_x")
+ col.prop(md, "lock_y")
+
+ def SMOKE(self, layout, ob, md):
+ layout.label(text="See Smoke panel.")
+
+ def SMOOTH(self, layout, ob, md):
+ split = layout.split(percentage=0.25)
+
+ col = split.column()
+ col.label(text="Axis:")
+ col.prop(md, "use_x")
+ col.prop(md, "use_y")
+ col.prop(md, "use_z")
+
+ col = split.column()
+ col.prop(md, "factor")
+ col.prop(md, "iterations")
+ col.label(text="Vertex Group:")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ def SOFT_BODY(self, layout, ob, md):
+ layout.label(text="See Soft Body panel.")
+
+ def SOLIDIFY(self, layout, ob, md):
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "thickness")
+ col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
+
+ col.label(text="Crease:")
+ col.prop(md, "edge_crease_inner", text="Inner")
+ col.prop(md, "edge_crease_outer", text="Outer")
+ col.prop(md, "edge_crease_rim", text="Rim")
+ col.label(text="Material Index Offset:")
+
+ col = split.column()
+
+ col.prop(md, "offset")
+ colsub = col.column()
+ colsub.active = bool(md.vertex_group)
+ colsub.prop(md, "invert_vertex_group", text="Invert")
+
+ col.prop(md, "use_even_offset")
+ col.prop(md, "use_quality_normals")
+
+ col.prop(md, "use_rim")
+ colsub = col.column()
+
+ colsub.label()
+ rowsub = colsub.split(align=True, percentage=0.4)
+ rowsub.prop(md, "material_offset", text="")
+ colsub = rowsub.row()
+ colsub.active = md.use_rim
+ colsub.prop(md, "material_offset_rim", text="Rim")
+
+ def SUBSURF(self, layout, ob, md):
+ layout.row().prop(md, "subdivision_type", expand=True)
+
+ split = layout.split()
+ col = split.column()
+ col.label(text="Subdivisions:")
+ col.prop(md, "levels", text="View")
+ col.prop(md, "render_levels", text="Render")
+
+ col = split.column()
+ col.label(text="Options:")
+ col.prop(md, "use_subsurf_uv")
+ col.prop(md, "show_only_control_edges")
+
+ def SURFACE(self, layout, ob, md):
+ layout.label(text="See Fields panel.")
+
+ def UV_PROJECT(self, layout, ob, md):
+ if ob.type == 'MESH':
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Image:")
+ col.prop(md, "image", text="")
+
+ col = split.column()
+ col.label(text="UV Layer:")
+ col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
+
+ split = layout.split()
+ col = split.column()
+ col.prop(md, "use_image_override")
+ col.prop(md, "projector_count", text="Projectors")
+ for proj in md.projectors:
+ col.prop(proj, "object", text="")
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.prop(md, "aspect_x", text="Aspect X")
+ sub.prop(md, "aspect_y", text="Aspect Y")
+
+ sub = col.column(align=True)
+ sub.prop(md, "scale_x", text="Scale X")
+ sub.prop(md, "scale_y", text="Scale Y")
+
+ def WAVE(self, layout, ob, md):
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Motion:")
+ col.prop(md, "use_x")
+ col.prop(md, "use_y")
+ col.prop(md, "use_cyclic")
+
+ col = split.column()
+ col.prop(md, "use_normal")
+ sub = col.column()
+ sub.active = md.use_normal
+ sub.prop(md, "use_normal_x", text="X")
+ sub.prop(md, "use_normal_y", text="Y")
+ sub.prop(md, "use_normal_z", text="Z")
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Time:")
+ sub = col.column(align=True)
+ sub.prop(md, "time_offset", text="Offset")
+ sub.prop(md, "lifetime", text="Life")
+ col.prop(md, "damping_time", text="Damping")
+
+ col = split.column()
+ col.label(text="Position:")
+ sub = col.column(align=True)
+ sub.prop(md, "start_position_x", text="X")
+ sub.prop(md, "start_position_y", text="Y")
+ col.prop(md, "falloff_radius", text="Falloff")
+
+ layout.separator()
+
+ layout.prop(md, "start_position_object")
+ layout.prop_search(md, "vertex_group", ob, "vertex_groups")
+ split = layout.split(percentage=0.33)
+ col = split.column()
+ col.label(text="Texture")
+ col = split.column()
+ col.template_ID(md, "texture", new="texture.new")
+ layout.prop(md, "texture_coords")
+ if md.texture_coords == 'MAP_UV' and ob.type == 'MESH':
+ layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
+ elif md.texture_coords == 'OBJECT':
+ layout.prop(md, "texture_coords_object")
+
+ layout.separator()
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(md, "speed", slider=True)
+ col.prop(md, "height", slider=True)
+
+ col = split.column()
+ col.prop(md, "width", slider=True)
+ col.prop(md, "narrowness", slider=True)