# ##### 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 ##### # import bpy from bpy.types import Menu, Panel, UIList from rna_prop_ui import PropertyPanel class MESH_MT_vertex_group_specials(Menu): bl_label = "Vertex Group Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} 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='ARMATURE_DATA', text="Sort by Bone Hierarchy").sort_type = "BONE_HIERARCHY" layout.operator("object.vertex_group_copy", icon='COPY_ID') layout.operator("object.vertex_group_copy_to_linked", icon='LINK_AREA') layout.operator("object.vertex_group_copy_to_selected", icon='LINK_AREA') layout.operator("object.vertex_group_mirror", icon='ARROW_LEFTRIGHT').use_topology = False layout.operator("object.vertex_group_mirror", text="Mirror Vertex Group (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True 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", icon='X', text="Clear Active Group").use_all_verts = True layout.operator("object.vertex_group_remove", icon='X', text="Delete All Groups").all = True layout.separator() layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All").action = 'LOCK' layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="UnLock All").action = 'UNLOCK' layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock Invert All").action = 'INVERT' class MESH_MT_shape_key_specials(Menu): bl_label = "Shape Key Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout layout.operator("object.shape_key_transfer", icon='COPY_ID') # icon is not ideal layout.operator("object.join_shapes", icon='COPY_ID') # icon is not ideal layout.operator("object.shape_key_mirror", icon='ARROW_LEFTRIGHT').use_topology = False layout.operator("object.shape_key_mirror", text="Mirror Shape Key (Topology)", icon='ARROW_LEFTRIGHT').use_topology = True layout.operator("object.shape_key_add", icon='ZOOMIN', text="New Shape From Mix").from_mix = True layout.operator("object.shape_key_remove", icon='X', text="Delete All Shapes").all = True 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_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 in {'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(0.66, False) split.prop(key_block, "name", text="", emboss=False, icon_value=icon) row = split.row(align=True) 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="", emboss=False) elif index > 0: row.prop(key_block, "value", text="", emboss=False) else: row.label(text="") row.prop(key_block, "mute", text="", emboss=False) elif self.layout_type in {'GRID'}: layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) class MESH_UL_uvmaps_vcols(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_value=icon) 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 in {'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.scene.render.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_GAME'} 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" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout mesh = context.mesh split = layout.split() col = split.column() col.prop(mesh, "use_auto_smooth") sub = col.column() sub.active = mesh.use_auto_smooth and not mesh.has_custom_normals sub.prop(mesh, "auto_smooth_angle", text="Angle") split.prop(mesh, "show_double_sided") class DATA_PT_texture_space(MeshButtonsPanel, Panel): bl_label = "Texture Space" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout mesh = context.mesh layout.prop(mesh, "texture_mesh") layout.separator() layout.prop(mesh, "use_auto_texspace") row = layout.row() row.column().prop(mesh, "texspace_location", text="Location") row.column().prop(mesh, "texspace_size", text="Size") class DATA_PT_vertex_groups(MeshButtonsPanel, Panel): bl_label = "Vertex Groups" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): engine = context.scene.render.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 = 2 if group: rows = 4 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='ZOOMIN', text="") col.operator("object.vertex_group_remove", icon='ZOOMOUT', text="").all = False col.menu("MESH_MT_vertex_group_specials", 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_shape_keys(MeshButtonsPanel, Panel): bl_label = "Shape Keys" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} @classmethod def poll(cls, context): engine = context.scene.render.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 if ob.show_only_shape_key is False: if enable_edit or (ob.type == 'MESH' and ob.use_shape_key_edit_mode): enable_edit_value = True row = layout.row() rows = 2 if kb: rows = 4 row.template_list("MESH_UL_shape_keys", "", key, "key_blocks", ob, "active_shape_key_index", rows=rows) col = row.column() sub = col.column(align=True) sub.operator("object.shape_key_add", icon='ZOOMIN', text="").from_mix = False sub.operator("object.shape_key_remove", icon='ZOOMOUT', text="").all = False sub.menu("MESH_MT_shape_key_specials", 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(percentage=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_edit_value 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="") if key.use_relative: if ob.active_shape_key_index != 0: row = layout.row() row.active = enable_edit_value row.prop(kb, "value") split = layout.split() col = split.column(align=True) col.active = enable_edit_value col.label(text="Range:") col.prop(kb, "slider_min", text="Min") col.prop(kb, "slider_max", text="Max") col = split.column(align=True) col.active = enable_edit_value col.label(text="Blend:") col.prop_search(kb, "vertex_group", ob, "vertex_groups", text="") col.prop_search(kb, "relative_key", key, "key_blocks", text="") else: layout.prop(kb, "interpolation") row = layout.column() row.active = enable_edit_value row.prop(key, "eval_time") class DATA_PT_uv_texture(MeshButtonsPanel, Panel): bl_label = "UV Maps" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout me = context.mesh row = layout.row() col = row.column() col.template_list("MESH_UL_uvmaps_vcols", "uvmaps", me, "uv_textures", me.uv_textures, "active_index", rows=1) col = row.column(align=True) col.operator("mesh.uv_texture_add", icon='ZOOMIN', text="") col.operator("mesh.uv_texture_remove", icon='ZOOMOUT', text="") class DATA_PT_vertex_colors(MeshButtonsPanel, Panel): bl_label = "Vertex Colors" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout me = context.mesh row = layout.row() col = row.column() col.template_list("MESH_UL_uvmaps_vcols", "vcols", me, "vertex_colors", me.vertex_colors, "active_index", rows=1) col = row.column(align=True) col.operator("mesh.vertex_color_add", icon='ZOOMIN', text="") col.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="") class DATA_PT_customdata(MeshButtonsPanel, Panel): bl_label = "Geometry Data" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout obj = context.object me = context.mesh col = layout.column() col.operator("mesh.customdata_clear_mask", icon='X') col.operator("mesh.customdata_clear_skin", 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='ZOOMIN') col = layout.column() col.enabled = (obj.mode != 'EDIT') col.prop(me, "use_customdata_vertex_bevel") col.prop(me, "use_customdata_edge_bevel") col.prop(me, "use_customdata_edge_crease") class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "object.data" _property_type = bpy.types.Mesh if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)