# SPDX-License-Identifier: GPL-2.0-or-later import bpy from bpy.types import Menu, Panel, UIList from rna_prop_ui import PropertyPanel from bpy.app.translations import pgettext_tip as tip_ class MESH_MT_vertex_group_context_menu(Menu): bl_label = "Vertex Group Specials" def draw(self, _context): layout = self.layout layout.operator( "object.vertex_group_sort", icon='SORTALPHA', text="Sort by Name", ).sort_type = 'NAME' layout.operator( "object.vertex_group_sort", icon='BONE_DATA', text="Sort by Bone Hierarchy", ).sort_type = 'BONE_HIERARCHY' layout.separator() layout.operator("object.vertex_group_copy", icon='DUPLICATE') layout.operator("object.vertex_group_copy_to_selected") layout.separator() layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)").use_topology = True layout.separator() layout.operator( "object.vertex_group_remove_from", icon='X', text="Remove from All Groups", ).use_all_groups = True layout.operator("object.vertex_group_remove_from", text="Clear Active Group").use_all_verts = True layout.operator("object.vertex_group_remove", text="Delete All Unlocked Groups").all_unlocked = True layout.operator("object.vertex_group_remove", text="Delete All Groups").all = True layout.separator() props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All") props.action, props.mask = 'LOCK', 'ALL' props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All") props.action, props.mask = 'UNLOCK', 'ALL' props = layout.operator("object.vertex_group_lock", text="Lock Invert All") props.action, props.mask = 'INVERT', 'ALL' class MESH_MT_shape_key_context_menu(Menu): bl_label = "Shape Key Specials" def draw(self, _context): layout = self.layout layout.operator("object.shape_key_add", icon='ADD', text="New Shape from Mix").from_mix = True layout.separator() layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)").use_topology = True layout.separator() layout.operator("object.join_shapes") layout.operator("object.shape_key_transfer") layout.separator() op = layout.operator("object.shape_key_remove", icon='X', text="Delete All Shape Keys") op.all = True op.apply_mix = False op = layout.operator("object.shape_key_remove", text="Apply All Shape Keys") op.all = True op.apply_mix = True layout.separator() layout.operator("object.shape_key_move", icon='TRIA_UP_BAR', text="Move to Top").type = 'TOP' layout.operator("object.shape_key_move", icon='TRIA_DOWN_BAR', text="Move to Bottom").type = 'BOTTOM' class MESH_MT_color_attribute_context_menu(Menu): bl_label = "Color Attribute Specials" def draw(self, _context): layout = self.layout layout.operator( "geometry.color_attribute_duplicate", icon='DUPLICATE', ) class MESH_MT_attribute_context_menu(Menu): bl_label = "Attribute Specials" def draw(self, _context): layout = self.layout layout.operator("geometry.attribute_convert") class MESH_UL_vgroups(UIList): def draw_item(self, _context, layout, _data, item, icon, _active_data_, _active_propname, _index): # assert(isinstance(item, bpy.types.VertexGroup)) vgroup = item if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.prop(vgroup, "name", text="", emboss=False, icon_value=icon) icon = 'LOCKED' if vgroup.lock_weight else 'UNLOCKED' layout.prop(vgroup, "lock_weight", text="", icon=icon, emboss=False) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class MESH_UL_fmaps(UIList): def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index): # assert(isinstance(item, bpy.types.FaceMap)) fmap = item if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.prop(fmap, "name", text="", emboss=False, icon='FACE_MAPS') elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class MESH_UL_shape_keys(UIList): def draw_item(self, _context, layout, _data, item, icon, active_data, _active_propname, index): # assert(isinstance(item, bpy.types.ShapeKey)) obj = active_data # key = data key_block = item if self.layout_type in {'DEFAULT', 'COMPACT'}: split = layout.split(factor=0.66, align=False) split.prop(key_block, "name", text="", emboss=False, icon_value=icon) row = split.row(align=True) row.emboss = 'NONE_OR_STATUS' if key_block.mute or (obj.mode == 'EDIT' and not (obj.use_shape_key_edit_mode and obj.type == 'MESH')): row.active = False if not item.id_data.use_relative: row.prop(key_block, "frame", text="") elif index > 0: row.prop(key_block, "value", text="") else: row.label(text="") row.prop(key_block, "mute", text="", emboss=False) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class MESH_UL_uvmaps(UIList): def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname, _index): # assert(isinstance(item, (bpy.types.MeshTexturePolyLayer, bpy.types.MeshLoopColorLayer))) if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.prop(item, "name", text="", emboss=False, icon='GROUP_UVS') icon = 'RESTRICT_RENDER_OFF' if item.active_render else 'RESTRICT_RENDER_ON' layout.prop(item, "active_render", text="", icon=icon, emboss=False) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class MeshButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" @classmethod def poll(cls, context): engine = context.engine return context.mesh and (engine in cls.COMPAT_ENGINES) class DATA_PT_context_mesh(MeshButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout ob = context.object mesh = context.mesh space = context.space_data if ob: layout.template_ID(ob, "data") elif mesh: layout.template_ID(space, "pin_id") class DATA_PT_normals(MeshButtonsPanel, Panel): bl_label = "Normals" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True mesh = context.mesh col = layout.column(align=False, heading="Auto Smooth") col.use_property_decorate = False row = col.row(align=True) sub = row.row(align=True) sub.prop(mesh, "use_auto_smooth", text="") sub = sub.row(align=True) sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals sub.prop(mesh, "auto_smooth_angle", text="") row.prop_decorator(mesh, "auto_smooth_angle") class DATA_PT_texture_space(MeshButtonsPanel, Panel): bl_label = "Texture Space" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True mesh = context.mesh layout.prop(mesh, "texture_mesh") layout.separator() layout.prop(mesh, "use_auto_texspace") layout.prop(mesh, "texspace_location", text="Location") layout.prop(mesh, "texspace_size", text="Size") class DATA_PT_vertex_groups(MeshButtonsPanel, Panel): bl_label = "Vertex Groups" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): engine = context.engine obj = context.object return (obj and obj.type in {'MESH', 'LATTICE'} and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout ob = context.object group = ob.vertex_groups.active rows = 3 if group: rows = 5 row = layout.row() row.template_list("MESH_UL_vgroups", "", ob, "vertex_groups", ob.vertex_groups, "active_index", rows=rows) col = row.column(align=True) col.operator("object.vertex_group_add", icon='ADD', text="") props = col.operator("object.vertex_group_remove", icon='REMOVE', text="") props.all_unlocked = props.all = False col.separator() col.menu("MESH_MT_vertex_group_context_menu", icon='DOWNARROW_HLT', text="") if group: col.separator() col.operator("object.vertex_group_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("object.vertex_group_move", icon='TRIA_DOWN', text="").direction = 'DOWN' if ( ob.vertex_groups and (ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex)) ): row = layout.row() sub = row.row(align=True) sub.operator("object.vertex_group_assign", text="Assign") sub.operator("object.vertex_group_remove_from", text="Remove") sub = row.row(align=True) sub.operator("object.vertex_group_select", text="Select") sub.operator("object.vertex_group_deselect", text="Deselect") layout.prop(context.tool_settings, "vertex_group_weight", text="Weight") class DATA_PT_face_maps(MeshButtonsPanel, Panel): bl_label = "Face Maps" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): obj = context.object return (obj and obj.type == 'MESH') def draw(self, context): layout = self.layout ob = context.object facemap = ob.face_maps.active rows = 2 if facemap: rows = 4 row = layout.row() row.template_list("MESH_UL_fmaps", "", ob, "face_maps", ob.face_maps, "active_index", rows=rows) col = row.column(align=True) col.operator("object.face_map_add", icon='ADD', text="") col.operator("object.face_map_remove", icon='REMOVE', text="") if facemap: col.separator() col.operator("object.face_map_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("object.face_map_move", icon='TRIA_DOWN', text="").direction = 'DOWN' if ob.face_maps and (ob.mode == 'EDIT' and ob.type == 'MESH'): row = layout.row() sub = row.row(align=True) sub.operator("object.face_map_assign", text="Assign") sub.operator("object.face_map_remove_from", text="Remove") sub = row.row(align=True) sub.operator("object.face_map_select", text="Select") sub.operator("object.face_map_deselect", text="Deselect") class DATA_PT_shape_keys(MeshButtonsPanel, Panel): bl_label = "Shape Keys" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} @classmethod def poll(cls, context): engine = context.engine obj = context.object return (obj and obj.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'} and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout ob = context.object key = ob.data.shape_keys kb = ob.active_shape_key enable_edit = ob.mode != 'EDIT' enable_edit_value = False enable_pin = False if enable_edit or (ob.use_shape_key_edit_mode and ob.type == 'MESH'): enable_pin = True if ob.show_only_shape_key is False: enable_edit_value = True row = layout.row() rows = 3 if kb: rows = 5 row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows) col = row.column(align=True) col.operator("object.shape_key_add", icon='ADD', text="").from_mix = False col.operator("object.shape_key_remove", icon='REMOVE', text="").all = False col.separator() col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="") if kb: col.separator() sub = col.column(align=True) sub.operator("object.shape_key_move", icon='TRIA_UP', text="").type = 'UP' sub.operator("object.shape_key_move", icon='TRIA_DOWN', text="").type = 'DOWN' split = layout.split(factor=0.4) row = split.row() row.enabled = enable_edit row.prop(key, "use_relative") row = split.row() row.alignment = 'RIGHT' sub = row.row(align=True) sub.label() # XXX, for alignment only subsub = sub.row(align=True) subsub.active = enable_pin subsub.prop(ob, "show_only_shape_key", text="") sub.prop(ob, "use_shape_key_edit_mode", text="") sub = row.row() if key.use_relative: sub.operator("object.shape_key_clear", icon='X', text="") else: sub.operator("object.shape_key_retime", icon='RECOVER_LAST', text="") layout.use_property_split = True if key.use_relative: if ob.active_shape_key_index != 0: row = layout.row() row.active = enable_edit_value row.prop(kb, "value") col = layout.column() sub.active = enable_edit_value sub = col.column(align=True) sub.prop(kb, "slider_min", text="Range Min") sub.prop(kb, "slider_max", text="Max") col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="Vertex Group") col.prop_search(kb, "relative_key", key, "key_blocks", text="Relative To") else: layout.prop(kb, "interpolation") row = layout.column() row.active = enable_edit_value row.prop(key, "eval_time") layout.prop(ob, "add_rest_position_attribute") class DATA_PT_uv_texture(MeshButtonsPanel, Panel): bl_label = "UV Maps" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout me = context.mesh row = layout.row() col = row.column() col.template_list("MESH_UL_uvmaps", "uvmaps", me, "uv_layers", me.uv_layers, "active_index", rows=2) col = row.column(align=True) col.operator("mesh.uv_texture_add", icon='ADD', text="") col.operator("mesh.uv_texture_remove", icon='REMOVE', text="") class DATA_PT_remesh(MeshButtonsPanel, Panel): bl_label = "Remesh" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False row = layout.row() mesh = context.mesh row.prop(mesh, "remesh_mode", text="Mode", expand=True) col = layout.column() if mesh.remesh_mode == 'VOXEL': col.prop(mesh, "remesh_voxel_size") col.prop(mesh, "remesh_voxel_adaptivity") col.prop(mesh, "use_remesh_fix_poles") col = layout.column(heading="Preserve") col.prop(mesh, "use_remesh_preserve_volume", text="Volume") col.prop(mesh, "use_remesh_preserve_paint_mask", text="Paint Mask") col.prop(mesh, "use_remesh_preserve_sculpt_face_sets", text="Face Sets") col.prop(mesh, "use_remesh_preserve_vertex_colors", text="Color Attributes") col.operator("object.voxel_remesh", text="Voxel Remesh") else: col.operator("object.quadriflow_remesh", text="QuadriFlow Remesh") class DATA_PT_customdata(MeshButtonsPanel, Panel): bl_label = "Geometry Data" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False obj = context.object me = context.mesh col = layout.column() col.operator("mesh.customdata_mask_clear", icon='X') col.operator("mesh.customdata_skin_clear", icon='X') if me.has_custom_normals: col.operator("mesh.customdata_custom_splitnormals_clear", icon='X') else: col.operator("mesh.customdata_custom_splitnormals_add", icon='ADD') if me.has_bevel_weight_edge: col.operator("mesh.customdata_bevel_weight_edge_clear", icon='X') else: col.operator("mesh.customdata_bevel_weight_edge_add", icon='ADD') if me.has_bevel_weight_vertex: col.operator("mesh.customdata_bevel_weight_vertex_clear", icon='X') else: col.operator("mesh.customdata_bevel_weight_vertex_add", icon='ADD') if me.has_crease_edge: col.operator("mesh.customdata_crease_edge_clear", icon='X') else: col.operator("mesh.customdata_crease_edge_add", icon='ADD') if me.has_crease_vertex: col.operator("mesh.customdata_crease_vertex_clear", icon='X') else: col.operator("mesh.customdata_crease_vertex_add", icon='ADD') class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} _context_path = "object.data" _property_type = bpy.types.Mesh class MESH_UL_attributes(UIList): display_domain_names = { 'POINT': "Vertex", 'EDGE': "Edge", 'FACE': "Face", 'CORNER': "Face Corner", } def filter_items(self, _context, data, property): attributes = getattr(data, property) flags = [] indices = [i for i in range(len(attributes))] for item in attributes: flags.append(self.bitflag_filter_item if item.is_internal else 0) return flags, indices def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index): data_type = attribute.bl_rna.properties['data_type'].enum_items[attribute.data_type] domain_name = self.display_domain_names.get(attribute.domain, "") split = layout.split(factor=0.50) split.emboss = 'NONE' split.prop(attribute, "name", text="") sub = split.row() sub.alignment = 'RIGHT' sub.active = False sub.label(text="%s ▶ %s" % (domain_name, data_type.name)) class DATA_PT_mesh_attributes(MeshButtonsPanel, Panel): bl_label = "Attributes" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): mesh = context.mesh layout = self.layout row = layout.row() col = row.column() col.template_list( "MESH_UL_attributes", "attributes", mesh, "attributes", mesh.attributes, "active_index", rows=3, ) col = row.column(align=True) col.operator("geometry.attribute_add", icon='ADD', text="") col.operator("geometry.attribute_remove", icon='REMOVE', text="") col.separator() col.menu("MESH_MT_attribute_context_menu", icon='DOWNARROW_HLT', text="") self.draw_attribute_warnings(context, layout) def draw_attribute_warnings(self, context, layout): ob = context.object mesh = context.mesh unique_names = set() colliding_names = [] for collection in ( # Built-in names. {"shade_smooth": None, "normal": None, "crease": None}, mesh.attributes, mesh.uv_layers, None if ob is None else ob.vertex_groups, ): if collection is None: colliding_names.append("Cannot check for object vertex groups when pinning mesh") continue for name in collection.keys(): unique_names_len = len(unique_names) unique_names.add(name) if len(unique_names) == unique_names_len: colliding_names.append(name) if not colliding_names: return layout.label(text=tip_("Name collisions: ") + ", ".join(set(colliding_names)), icon='ERROR') class ColorAttributesListBase(): display_domain_names = { 'POINT': "Vertex", 'EDGE': "Edge", 'FACE': "Face", 'CORNER': "Face Corner", } def filter_items(self, _context, data, property): attrs = getattr(data, property) ret = [] idxs = [] for idx, item in enumerate(attrs): skip = ( (item.domain not in {"POINT", "CORNER"}) or (item.data_type not in {"FLOAT_COLOR", "BYTE_COLOR"}) or (not item.is_internal) ) ret.append(self.bitflag_filter_item if not skip else 0) idxs.append(idx) return ret, idxs class MESH_UL_color_attributes(UIList, ColorAttributesListBase): def draw_item(self, _context, layout, data, attribute, _icon, _active_data, _active_propname, _index): data_type = attribute.bl_rna.properties['data_type'].enum_items[attribute.data_type] domain_name = self.display_domain_names.get(attribute.domain, "") split = layout.split(factor=0.50) split.emboss = 'NONE' split.prop(attribute, "name", text="", icon='GROUP_VCOL') sub = split.row() sub.alignment = 'RIGHT' sub.active = False sub.label(text="%s ▶ %s" % (domain_name, data_type.name)) active_render = _index == data.color_attributes.render_color_index row = layout.row() row.emboss = 'NONE' prop = row.operator( "geometry.color_attribute_render_set", text="", icon='RESTRICT_RENDER_OFF' if active_render else 'RESTRICT_RENDER_ON', ) prop.name = attribute.name class MESH_UL_color_attributes_selector(UIList, ColorAttributesListBase): def draw_item(self, _context, layout, _data, attribute, _icon, _active_data, _active_propname, _index): layout.emboss = 'NONE' layout.prop(attribute, "name", text="", icon='GROUP_VCOL') class DATA_PT_vertex_colors(DATA_PT_mesh_attributes, Panel): bl_label = "Color Attributes" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): mesh = context.mesh layout = self.layout row = layout.row() col = row.column() col.template_list( "MESH_UL_color_attributes", "color_attributes", mesh, "color_attributes", mesh.color_attributes, "active_color_index", rows=3, ) col = row.column(align=True) col.operator("geometry.color_attribute_add", icon='ADD', text="") col.operator("geometry.color_attribute_remove", icon='REMOVE', text="") col.separator() col.menu("MESH_MT_color_attribute_context_menu", icon='DOWNARROW_HLT', text="") self.draw_attribute_warnings(context, layout) classes = ( MESH_MT_vertex_group_context_menu, MESH_MT_shape_key_context_menu, MESH_MT_color_attribute_context_menu, MESH_MT_attribute_context_menu, MESH_UL_vgroups, MESH_UL_fmaps, MESH_UL_shape_keys, MESH_UL_uvmaps, MESH_UL_attributes, DATA_PT_context_mesh, DATA_PT_vertex_groups, DATA_PT_shape_keys, DATA_PT_uv_texture, DATA_PT_vertex_colors, DATA_PT_face_maps, DATA_PT_mesh_attributes, DATA_PT_normals, DATA_PT_texture_space, DATA_PT_remesh, DATA_PT_customdata, DATA_PT_custom_props_mesh, MESH_UL_color_attributes, MESH_UL_color_attributes_selector, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)