# ##### 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 blf import gettext as _ class VIEW3D_HT_header(bpy.types.Header): bl_space_type = 'VIEW_3D' def draw(self, context): layout = self.layout view = context.space_data mode_string = context.mode edit_object = context.edit_object obj = context.active_object toolsettings = context.tool_settings row = layout.row(align=True) row.template_header() # Menus if context.area.show_menus: sub = row.row(align=True) sub.menu("VIEW3D_MT_view") # Select Menu if mode_string not in {'EDIT_TEXT', 'SCULPT', 'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}: sub.menu("VIEW3D_MT_select_%s" % mode_string.lower()) if edit_object: sub.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower()) elif obj: if mode_string not in {'PAINT_TEXTURE'}: sub.menu("VIEW3D_MT_%s" % mode_string.lower()) else: sub.menu("VIEW3D_MT_object") row = layout.row() row.template_header_3D() # do in C for now since these buttons cant be both toggle AND exclusive. ''' if obj and obj.mode == 'EDIT' and obj.type == 'MESH': row_sub = row.row(align=True) row_sub.prop(toolsettings, "mesh_select_mode", text="", index=0, icon='VERTEXSEL') row_sub.prop(toolsettings, "mesh_select_mode", text="", index=1, icon='EDGESEL') row_sub.prop(toolsettings, "mesh_select_mode", text="", index=2, icon='FACESEL') ''' if obj: # Particle edit if obj.mode == 'PARTICLE_EDIT': row.prop(toolsettings.particle_edit, "select_mode", text="", expand=True, toggle=True) # Occlude geometry if view.viewport_shade in {'SOLID', 'SHADED', 'TEXTURED'} and (obj.mode == 'PARTICLE_EDIT' or (obj.mode == 'EDIT' and obj.type == 'MESH')): row.prop(view, "use_occlude_geometry", text="") # Proportional editing if obj.mode in {'EDIT', 'PARTICLE_EDIT'}: row = layout.row(align=True) row.prop(toolsettings, "proportional_edit", text="", icon_only=True) if toolsettings.proportional_edit != 'DISABLED': row.prop(toolsettings, "proportional_edit_falloff", text="", icon_only=True) elif obj.mode == 'OBJECT': row = layout.row(align=True) row.prop(toolsettings, "use_proportional_edit_objects", text="", icon_only=True) if toolsettings.use_proportional_edit_objects: row.prop(toolsettings, "proportional_edit_falloff", text="", icon_only=True) # Snap row = layout.row(align=True) row.prop(toolsettings, "use_snap", text="") row.prop(toolsettings, "snap_element", text="", icon_only=True) if toolsettings.snap_element != 'INCREMENT': row.prop(toolsettings, "snap_target", text="") if obj and obj.mode == 'OBJECT': row.prop(toolsettings, "use_snap_align_rotation", text="") if toolsettings.snap_element == 'VOLUME': row.prop(toolsettings, "use_snap_peel_object", text="") elif toolsettings.snap_element == 'FACE': row.prop(toolsettings, "use_snap_project", text="") if toolsettings.use_snap_project and obj.mode == 'EDIT': row.prop(toolsettings, "use_snap_project_self", text="") # OpenGL render row = layout.row(align=True) row.operator("render.opengl", text="", icon='RENDER_STILL') props = row.operator("render.opengl", text="", icon='RENDER_ANIMATION') props.animation = True # Pose if obj and obj.mode == 'POSE': row = layout.row(align=True) row.operator("pose.copy", text="", icon='COPYDOWN') row.operator("pose.paste", text="", icon='PASTEDOWN') props = row.operator("pose.paste", text="", icon='PASTEFLIPDOWN') props.flipped = 1 # ********** Menu ********** # ********** Utilities ********** class ShowHideMenu(): bl_label = _("Show/Hide") _operator_name = "" def draw(self, context): layout = self.layout layout.operator("%s.reveal" % self._operator_name, text=_("Show Hidden")) layout.operator("%s.hide" % self._operator_name, text=_("Hide Selected")) layout.operator("%s.hide" % self._operator_name, text=_("Hide Unselected")).unselected = True class VIEW3D_MT_transform(bpy.types.Menu): bl_label = _("Transform") # TODO: get rid of the custom text strings? def draw(self, context): layout = self.layout layout.operator("transform.translate", text=_("Grab/Move")) # TODO: sub-menu for grab per axis layout.operator("transform.rotate", text=_("Rotate")) # TODO: sub-menu for rot per axis layout.operator("transform.resize", text=_("Scale")) # TODO: sub-menu for scale per axis layout.separator() layout.operator("transform.tosphere", text=_("To Sphere")) layout.operator("transform.shear", text=_("Shear")) layout.operator("transform.warp", text=_("Warp")) layout.operator("transform.push_pull", text=_("Push/Pull")) layout.separator() layout.operator("transform.translate", text=_("Move Texture Space")).texture_space = True layout.operator("transform.resize", text=_("Scale Texture Space")).texture_space = True layout.separator() obj = context.object if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'} and obj.data.draw_type in {'BBONE', 'ENVELOPE'}: layout.operator("transform.transform", text=_("Scale Envelope/BBone")).mode = 'BONE_SIZE' if context.edit_object and context.edit_object.type == 'ARMATURE': layout.operator("armature.align") else: layout.operator_context = 'EXEC_REGION_WIN' layout.operator("transform.transform", text=_("Align to Transform Orientation")).mode = 'ALIGN' # XXX see alignmenu() in edit.c of b2.4x to get this working layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("object.origin_set", text=_("Geometry to Origin")).type = 'GEOMETRY_ORIGIN' layout.operator("object.origin_set", text=_("Origin to Geometry")).type = 'ORIGIN_GEOMETRY' layout.operator("object.origin_set", text=_("Origin to 3D Cursor")).type = 'ORIGIN_CURSOR' layout.separator() layout.operator("object.randomize_transform") layout.operator("object.align") class VIEW3D_MT_mirror(bpy.types.Menu): bl_label = _("Mirror") def draw(self, context): layout = self.layout layout.operator("transform.mirror", text=_("Interactive Mirror")) layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("transform.mirror", text=_("X Global")) props.constraint_axis = (True, False, False) props.constraint_orientation = 'GLOBAL' props = layout.operator("transform.mirror", text=_("Y Global")) props.constraint_axis = (False, True, False) props.constraint_orientation = 'GLOBAL' props = layout.operator("transform.mirror", text=_("Z Global")) props.constraint_axis = (False, False, True) props.constraint_orientation = 'GLOBAL' if context.edit_object: layout.separator() props = layout.operator("transform.mirror", text=_("X Local")) props.constraint_axis = (True, False, False) props.constraint_orientation = 'LOCAL' props = layout.operator("transform.mirror", text=_("Y Local")) props.constraint_axis = (False, True, False) props.constraint_orientation = 'LOCAL' props = layout.operator("transform.mirror", text=_("Z Local")) props.constraint_axis = (False, False, True) props.constraint_orientation = 'LOCAL' layout.operator("object.vertex_group_mirror") class VIEW3D_MT_snap(bpy.types.Menu): bl_label = _("Snap") def draw(self, context): layout = self.layout layout.operator("view3d.snap_selected_to_grid", text=_("Selection to Grid")) layout.operator("view3d.snap_selected_to_cursor", text=_("Selection to Cursor")) layout.separator() layout.operator("view3d.snap_cursor_to_selected", text=_("Cursor to Selected")) layout.operator("view3d.snap_cursor_to_center", text=_("Cursor to Center")) layout.operator("view3d.snap_cursor_to_grid", text=_("Cursor to Grid")) layout.operator("view3d.snap_cursor_to_active", text=_("Cursor to Active")) class VIEW3D_MT_uv_map(bpy.types.Menu): bl_label = _("UV Mapping") def draw(self, context): layout = self.layout layout.operator("uv.unwrap") layout.operator_context = 'INVOKE_DEFAULT' layout.operator("uv.smart_project") layout.operator("uv.lightmap_pack") layout.operator("uv.follow_active_quads") layout.separator() layout.operator_context = 'EXEC_DEFAULT' layout.operator("uv.cube_project") layout.operator("uv.cylinder_project") layout.operator("uv.sphere_project") layout.separator() layout.operator("uv.project_from_view") layout.operator("uv.project_from_view", text=_("Project from View (Bounds)")).scale_to_bounds = True layout.separator() layout.operator("uv.reset") # ********** View menus ********** class VIEW3D_MT_view(bpy.types.Menu): bl_label = _("View") def draw(self, context): layout = self.layout layout.operator("view3d.properties", icon='MENU_PANEL') layout.operator("view3d.toolshelf", icon='MENU_PANEL') layout.separator() layout.operator("view3d.viewnumpad", text=_("Camera")).type = 'CAMERA' layout.operator("view3d.viewnumpad", text=_("Top")).type = 'TOP' layout.operator("view3d.viewnumpad", text=_("Bottom")).type = 'BOTTOM' layout.operator("view3d.viewnumpad", text=_("Front")).type = 'FRONT' layout.operator("view3d.viewnumpad", text=_("Back")).type = 'BACK' layout.operator("view3d.viewnumpad", text=_("Right")).type = 'RIGHT' layout.operator("view3d.viewnumpad", text=_("Left")).type = 'LEFT' layout.menu("VIEW3D_MT_view_cameras", text=_("Cameras")) layout.separator() layout.operator("view3d.view_persportho") layout.separator() layout.menu("VIEW3D_MT_view_navigation") layout.menu("VIEW3D_MT_view_align") layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("view3d.clip_border", text=_("Clipping Border...")) layout.operator("view3d.zoom_border", text=_("Zoom Border...")) layout.separator() layout.operator("view3d.layers", text=_("Show All Layers")).nr = 0 layout.separator() layout.operator("view3d.localview", text=_("View Global/Local")) layout.operator("view3d.view_selected") layout.operator("view3d.view_all") layout.separator() layout.operator("screen.animation_play", text=_("Playback Animation")) layout.separator() layout.operator("screen.area_dupli") layout.operator("screen.region_quadview") layout.operator("screen.screen_full_area") class VIEW3D_MT_view_navigation(bpy.types.Menu): bl_label = _("Navigation") def draw(self, context): layout = self.layout layout.operator_enum("view3d.view_orbit", "type") layout.separator() layout.operator_enum("view3d.view_pan", "type") layout.separator() layout.operator("view3d.zoom", text=_("Zoom In")).delta = 1 layout.operator("view3d.zoom", text=_("Zoom Out")).delta = -1 layout.operator("view3d.zoom_camera_1_to_1", text=_("Zoom Camera 1:1")) layout.separator() layout.operator("view3d.fly") class VIEW3D_MT_view_align(bpy.types.Menu): bl_label = _("Align View") def draw(self, context): layout = self.layout layout.menu("VIEW3D_MT_view_align_selected") layout.separator() layout.operator("view3d.view_all", text=_("Center Cursor and View All")).center = True layout.operator("view3d.camera_to_view", text=_("Align Active Camera to View")) layout.operator("view3d.view_selected") layout.operator("view3d.view_center_cursor") class VIEW3D_MT_view_align_selected(bpy.types.Menu): bl_label = _("Align View to Selected") def draw(self, context): layout = self.layout props = layout.operator("view3d.viewnumpad", text=_("Top")) props.align_active = True props.type = 'TOP' props = layout.operator("view3d.viewnumpad", text=_("Bottom")) props.align_active = True props.type = 'BOTTOM' props = layout.operator("view3d.viewnumpad", text=_("Front")) props.align_active = True props.type = 'FRONT' props = layout.operator("view3d.viewnumpad", text=_("Back")) props.align_active = True props.type = 'BACK' props = layout.operator("view3d.viewnumpad", text=_("Right")) props.align_active = True props.type = 'RIGHT' props = layout.operator("view3d.viewnumpad", text=_("Left")) props.align_active = True props.type = 'LEFT' class VIEW3D_MT_view_cameras(bpy.types.Menu): bl_label = _("Cameras") def draw(self, context): layout = self.layout layout.operator("view3d.object_as_camera") layout.operator("view3d.viewnumpad", text=_("Active Camera")).type = 'CAMERA' # ********** Select menus, suffix from context.mode ********** class VIEW3D_MT_select_object(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("object.select_all", text=_("Select/Deselect All")) layout.operator("object.select_inverse", text=_("Inverse")) layout.operator("object.select_random", text=_("Random")) layout.operator("object.select_mirror", text=_("Mirror")) layout.operator("object.select_by_layer", text=_("Select All by Layer")) layout.operator_menu_enum("object.select_by_type", "type", text=_("Select All by Type...")) layout.operator("object.select_camera", text=_("Select Camera")) layout.separator() layout.operator_menu_enum("object.select_grouped", "type", text=_("Grouped")) layout.operator_menu_enum("object.select_linked", "type", text=_("Linked")) layout.operator("object.select_pattern", text=_("Select Pattern...")) class VIEW3D_MT_select_pose(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("pose.select_all", text=_("Select/Deselect All")) layout.operator("pose.select_inverse", text=_("Inverse")) layout.operator("pose.select_flip_active", text=_("Flip Active")) layout.operator("pose.select_constraint_target", text=_("Constraint Target")) layout.operator("pose.select_linked", text=_("Linked")) layout.separator() layout.operator("pose.select_hierarchy", text=_("Parent")).direction = 'PARENT' layout.operator("pose.select_hierarchy", text=_("Child")).direction = 'CHILD' layout.separator() props = layout.operator("pose.select_hierarchy", text=_("Extend Parent")) props.extend = True props.direction = 'PARENT' props = layout.operator("pose.select_hierarchy", text=_("Extend Child")) props.extend = True props.direction = 'CHILD' layout.separator() layout.operator_menu_enum("pose.select_grouped", "type", text=_("Grouped")) layout.operator("object.select_pattern", text=_("Select Pattern...")) class VIEW3D_MT_select_particle(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("particle.select_all", text=_("Select/Deselect All")) layout.operator("particle.select_linked") layout.operator("particle.select_inverse") layout.separator() layout.operator("particle.select_more") layout.operator("particle.select_less") layout.separator() layout.operator("particle.select_roots", text=_("Roots")) layout.operator("particle.select_tips", text=_("Tips")) class VIEW3D_MT_select_edit_mesh(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("mesh.select_all", text=_("Select/Deselect All")) layout.operator("mesh.select_inverse", text=_("Inverse")) layout.separator() layout.operator("mesh.select_random", text=_("Random")) layout.operator("mesh.select_nth", text=_("Every N Number of Verts")) layout.operator("mesh.edges_select_sharp", text=_("Sharp Edges")) layout.operator("mesh.faces_select_linked_flat", text=_("Linked Flat Faces")) layout.operator("mesh.faces_select_interior", text=_("Interior Faces")) layout.operator("mesh.select_axis", text=_("Side of Active")) layout.separator() layout.operator("mesh.select_by_number_vertices", text=_("Triangles")).type = 'TRIANGLES' layout.operator("mesh.select_by_number_vertices", text=_("Quads")).type = 'QUADS' if context.scene.tool_settings.mesh_select_mode[2] == False: layout.operator("mesh.select_non_manifold", text=_("Non Manifold")) layout.operator("mesh.select_by_number_vertices", text=_("Loose Verts/Edges")).type = 'OTHER' layout.operator("mesh.select_similar", text=_("Similar")) layout.separator() layout.operator("mesh.select_less", text=_("Less")) layout.operator("mesh.select_more", text=_("More")) layout.separator() layout.operator("mesh.select_mirror", text=_("Mirror")) layout.operator("mesh.select_linked", text=_("Linked")) layout.operator("mesh.select_vertex_path", text=_("Vertex Path")) layout.operator("mesh.loop_multi_select", text=_("Edge Loop")) layout.operator("mesh.loop_multi_select", text=_("Edge Ring")).ring = True layout.separator() layout.operator("mesh.loop_to_region") layout.operator("mesh.region_to_loop") class VIEW3D_MT_select_edit_curve(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("curve.select_all", text=_("Select/Deselect All")) layout.operator("curve.select_inverse") layout.operator("curve.select_random") layout.operator("curve.select_nth", text=_("Every Nth Number of Points")) layout.separator() layout.operator("curve.de_select_first") layout.operator("curve.de_select_last") layout.operator("curve.select_next") layout.operator("curve.select_previous") layout.separator() layout.operator("curve.select_more") layout.operator("curve.select_less") class VIEW3D_MT_select_edit_surface(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("curve.select_all", text=_("Select/Deselect All")) layout.operator("curve.select_inverse") layout.operator("curve.select_random") layout.operator("curve.select_nth", text=_("Every Nth Number of Points")) layout.separator() layout.operator("curve.select_row") layout.separator() layout.operator("curve.select_more") layout.operator("curve.select_less") class VIEW3D_MT_select_edit_metaball(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("mball.select_all").action = 'TOGGLE' layout.operator("mball.select_inverse_metaelems") layout.separator() layout.operator("mball.select_random_metaelems") class VIEW3D_MT_select_edit_lattice(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("lattice.select_all", text=_("Select/Deselect All")) class VIEW3D_MT_select_edit_armature(bpy.types.Menu): bl_label = _("Select") def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("armature.select_all", text=_("Select/Deselect All")) layout.operator("armature.select_inverse", text=_("Inverse")) layout.separator() layout.operator("armature.select_hierarchy", text=_("Parent")).direction = 'PARENT' layout.operator("armature.select_hierarchy", text=_("Child")).direction = 'CHILD' layout.separator() props = layout.operator("armature.select_hierarchy", text=_("Extend Parent")) props.extend = True props.direction = 'PARENT' props = layout.operator("armature.select_hierarchy", text=_("Extend Child")) props.extend = True props.direction = 'CHILD' layout.operator("object.select_pattern", text=_("Select Pattern...")) class VIEW3D_MT_select_face(bpy.types.Menu): # XXX no matching enum bl_label = _("Select") def draw(self, context): # layout = self.layout # TODO # see view3d_select_faceselmenu pass # ********** Object menu ********** class VIEW3D_MT_object(bpy.types.Menu): bl_context = "objectmode" bl_label = _("Object") def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_object_clear") layout.menu("VIEW3D_MT_object_apply") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_object_animation") layout.separator() layout.operator("object.duplicate_move") layout.operator("object.duplicate_move_linked") layout.operator("object.delete", text=_("Delete...")) layout.operator("object.proxy_make", text=_("Make Proxy...")) layout.menu("VIEW3D_MT_make_links", text=_("Make Links...")) layout.operator("object.make_dupli_face") layout.operator_menu_enum("object.make_local", "type", text=_("Make Local...")) layout.menu("VIEW3D_MT_make_single_user") layout.separator() layout.menu("VIEW3D_MT_object_parent") layout.menu("VIEW3D_MT_object_track") layout.menu("VIEW3D_MT_object_group") layout.menu("VIEW3D_MT_object_constraints") layout.separator() layout.menu("VIEW3D_MT_object_game") layout.separator() layout.operator("object.join_uvs") layout.operator("object.join") layout.separator() layout.operator("object.move_to_layer", text=_("Move to Layer...")) layout.menu("VIEW3D_MT_object_showhide") layout.operator_menu_enum("object.convert", "target") class VIEW3D_MT_object_animation(bpy.types.Menu): bl_label = _("Animation") def draw(self, context): layout = self.layout layout.operator("anim.keyframe_insert_menu", text=_("Insert Keyframe...")) layout.operator("anim.keyframe_delete_v3d", text=_("Delete Keyframe...")) layout.operator("anim.keying_set_active_set", text=_("Change Keying Set...")) class VIEW3D_MT_object_clear(bpy.types.Menu): bl_label = _("Clear") def draw(self, context): layout = self.layout layout.operator("object.location_clear", text=_("Location")) layout.operator("object.rotation_clear", text=_("Rotation")) layout.operator("object.scale_clear", text=_("Scale")) layout.operator("object.origin_clear", text=_("Origin")) class VIEW3D_MT_object_specials(bpy.types.Menu): bl_label = _("Specials") @classmethod def poll(cls, context): # add more special types return context.object def draw(self, context): layout = self.layout obj = context.object if obj.type == 'CAMERA': layout.operator_context = 'INVOKE_REGION_WIN' if obj.data.type == 'PERSP': props = layout.operator("wm.context_modal_mouse", text=_("Camera Lens Angle")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.lens" props.input_scale = 0.1 else: props = layout.operator("wm.context_modal_mouse", text=_("Camera Lens Scale")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.ortho_scale" props.input_scale = 0.01 if not obj.data.dof_object: #layout.label(text="Test Has DOF obj"); props = layout.operator("wm.context_modal_mouse", text=_("DOF Distance")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.dof_distance" props.input_scale = 0.02 if obj.type in {'CURVE', 'FONT'}: layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text=_("Extrude Size")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.extrude" props.input_scale = 0.01 props = layout.operator("wm.context_modal_mouse", text=_("Width Size")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.offset" props.input_scale = 0.01 if obj.type == 'EMPTY': layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text=_("Empty Draw Size")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "empty_draw_size" props.input_scale = 0.01 if obj.type == 'LAMP': layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text=_("Energy")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.energy" if obj.data.type in {'SPOT', 'AREA', 'POINT'}: props = layout.operator("wm.context_modal_mouse", text=_("Falloff Distance")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.distance" props.input_scale = 0.1 if obj.data.type == 'SPOT': layout.separator() props = layout.operator("wm.context_modal_mouse", text=_("Spot Size")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.spot_size" props.input_scale = 0.01 props = layout.operator("wm.context_modal_mouse", text=_("Spot Blend")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.spot_blend" props.input_scale = -0.01 props = layout.operator("wm.context_modal_mouse", text=_("Clip Start")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_buffer_clip_start" props.input_scale = 0.05 props = layout.operator("wm.context_modal_mouse", text=_("Clip End")) props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_buffer_clip_end" props.input_scale = 0.05 layout.separator() props = layout.operator("object.isolate_type_render") props = layout.operator("object.hide_render_clear_all") class VIEW3D_MT_object_apply(bpy.types.Menu): bl_label = _("Apply") def draw(self, context): layout = self.layout layout.operator("object.transform_apply", text=_("Location")).location = True layout.operator("object.transform_apply", text=_("Rotation")).rotation = True layout.operator("object.transform_apply", text=_("Scale")).scale = True props = layout.operator("object.transform_apply", text=_("Rotation & Scale")) props.scale = True props.rotation = True layout.separator() layout.operator("object.visual_transform_apply", text=_("Visual Transform")) layout.operator("object.duplicates_make_real") class VIEW3D_MT_object_parent(bpy.types.Menu): bl_label = _("Parent") def draw(self, context): layout = self.layout layout.operator("object.parent_set", text=_("Set")) layout.operator("object.parent_clear", text=_("Clear")) class VIEW3D_MT_object_track(bpy.types.Menu): bl_label = _("Track") def draw(self, context): layout = self.layout layout.operator("object.track_set", text=_("Set")) layout.operator("object.track_clear", text=_("Clear")) class VIEW3D_MT_object_group(bpy.types.Menu): bl_label = _("Group") def draw(self, context): layout = self.layout layout.operator("group.create") layout.operator("group.objects_remove") layout.separator() layout.operator("group.objects_add_active") layout.operator("group.objects_remove_active") class VIEW3D_MT_object_constraints(bpy.types.Menu): bl_label = _("Constraints") def draw(self, context): layout = self.layout layout.operator("object.constraint_add_with_targets") layout.operator("object.constraints_copy") layout.operator("object.constraints_clear") class VIEW3D_MT_object_showhide(bpy.types.Menu): bl_label = _("Show/Hide") def draw(self, context): layout = self.layout layout.operator("object.hide_view_clear", text=_("Show Hidden")) layout.operator("object.hide_view_set", text=_("Hide Selected")) layout.operator("object.hide_view_set", text=_("Hide Unselected")).unselected = True class VIEW3D_MT_make_single_user(bpy.types.Menu): bl_label = _("Make Single User") def draw(self, context): layout = self.layout props = layout.operator("object.make_single_user", text=_("Object")) props.object = True props = layout.operator("object.make_single_user", text=_("Object & Data")) props.object = props.obdata = True props = layout.operator("object.make_single_user", text=_("Object & Data & Materials+Tex")) props.object = props.obdata = props.material = props.texture = True props = layout.operator("object.make_single_user", text=_("Materials+Tex")) props.material = props.texture = True props = layout.operator("object.make_single_user", text=_("Object Animation")) props.animation = True class VIEW3D_MT_make_links(bpy.types.Menu): bl_label = _("Make Links") def draw(self, context): layout = self.layout if(len(bpy.data.scenes) > 10): layout.operator_context = 'INVOKE_DEFAULT' layout.operator("object.make_links_scene", text=_("Objects to Scene..."), icon='OUTLINER_OB_EMPTY') layout.operator("object.make_links_scene", text=_("Markers to Scene..."), icon='OUTLINER_OB_EMPTY') else: layout.operator_menu_enum("object.make_links_scene", "scene", text=_("Objects to Scene...")) layout.operator_menu_enum("marker.make_links_scene", "scene", text=_("Markers to Scene...")) layout.operator_enum("object.make_links_data", "type") # inline class VIEW3D_MT_object_game(bpy.types.Menu): bl_label = _("Game") def draw(self, context): layout = self.layout layout.operator("object.logic_bricks_copy", text=_("Copy Logic Bricks")) layout.separator() layout.operator("object.game_property_copy", text=_("Replace Properties")).operation = 'REPLACE' layout.operator("object.game_property_copy", text=_("Merge Properties")).operation = 'MERGE' layout.operator_menu_enum("object.game_property_copy", "property", text=_("Copy Properties...")) layout.separator() layout.operator("object.game_property_clear") # ********** Vertex paint menu ********** class VIEW3D_MT_paint_vertex(bpy.types.Menu): bl_label = _("Paint") def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.separator() layout.operator("paint.vertex_color_set") layout.operator("paint.vertex_color_dirt") class VIEW3D_MT_hook(bpy.types.Menu): bl_label = _("Hooks") def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_AREA' layout.operator("object.hook_add_newob") layout.operator("object.hook_add_selob") if [mod.type == 'HOOK' for mod in context.active_object.modifiers]: layout.separator() layout.operator_menu_enum("object.hook_assign", "modifier") layout.operator_menu_enum("object.hook_remove", "modifier") layout.separator() layout.operator_menu_enum("object.hook_select", "modifier") layout.operator_menu_enum("object.hook_reset", "modifier") layout.operator_menu_enum("object.hook_recenter", "modifier") class VIEW3D_MT_vertex_group(bpy.types.Menu): bl_label = _("Vertex Groups") def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_AREA' layout.operator("object.vertex_group_assign", text=_("Assign to New Group")).new = True ob = context.active_object if ob.mode == 'EDIT': if ob.vertex_groups.active: layout.separator() layout.operator("object.vertex_group_assign", text=_("Assign to Active Group")) layout.operator("object.vertex_group_remove_from", text=_("Remove from Active Group")) layout.operator("object.vertex_group_remove_from", text=_("Remove from All")).all = True layout.separator() if ob.vertex_groups.active: layout.operator_menu_enum("object.vertex_group_set_active", "group", text=_("Set Active Group")) layout.operator("object.vertex_group_remove", text=_("Remove Active Group")) layout.operator("object.vertex_group_remove", text=_("Remove All Groups")).all = True # ********** Weight paint menu ********** class VIEW3D_MT_paint_weight(bpy.types.Menu): bl_label = _("Weights") def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.operator("paint.weight_from_bones", text=_("Assign Automatic From Bones")).type = 'AUTOMATIC' layout.operator("paint.weight_from_bones", text=_("Assign From Bone Envelopes")).type = 'ENVELOPES' layout.separator() layout.operator("object.vertex_group_normalize_all", text=_("Normalize All")) layout.operator("object.vertex_group_normalize", text=_("Normalize")) layout.operator("object.vertex_group_invert", text=_("Invert")) layout.operator("object.vertex_group_clean", text=_("Clean")) layout.operator("object.vertex_group_levels", text=_("Levels")) layout.separator() layout.operator("paint.weight_set") # ********** Sculpt menu ********** class VIEW3D_MT_sculpt(bpy.types.Menu): bl_label = _("Sculpt") def draw(self, context): layout = self.layout tool_settings = context.tool_settings sculpt = tool_settings.sculpt brush = tool_settings.sculpt.brush layout.operator("ed.undo") layout.operator("ed.redo") layout.separator() layout.prop(sculpt, "use_symmetry_x") layout.prop(sculpt, "use_symmetry_y") layout.prop(sculpt, "use_symmetry_z") layout.separator() layout.prop(sculpt, "lock_x") layout.prop(sculpt, "lock_y") layout.prop(sculpt, "lock_z") layout.separator() layout.operator_menu_enum("brush.curve_preset", "shape") layout.separator() if brush is not None: # unlikely but can happen sculpt_tool = brush.sculpt_tool if sculpt_tool != 'GRAB': layout.prop_menu_enum(brush, "stroke_method") if sculpt_tool in {'DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'}: layout.prop_menu_enum(brush, "direction") if sculpt_tool == 'LAYER': layout.prop(brush, "use_persistent") layout.operator("sculpt.set_persistent_base") layout.separator() layout.prop(sculpt, "use_threaded", text=_("Threaded Sculpt")) layout.prop(sculpt, "show_brush") # TODO, make availabel from paint menu! layout.prop(tool_settings, "sculpt_paint_use_unified_size", text=_("Unify Size")) layout.prop(tool_settings, "sculpt_paint_use_unified_strength", text=_("Unify Strength")) # ********** Particle menu ********** class VIEW3D_MT_particle(bpy.types.Menu): bl_label = _("Particle") def draw(self, context): layout = self.layout particle_edit = context.tool_settings.particle_edit layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.operator("particle.mirror") layout.separator() layout.operator("particle.remove_doubles") layout.operator("particle.delete") if particle_edit.select_mode == 'POINT': layout.operator("particle.subdivide") layout.operator("particle.rekey") layout.operator("particle.weight_set") layout.separator() layout.menu("VIEW3D_MT_particle_showhide") class VIEW3D_MT_particle_specials(bpy.types.Menu): bl_label = _("Specials") def draw(self, context): layout = self.layout particle_edit = context.tool_settings.particle_edit layout.operator("particle.rekey") layout.separator() if particle_edit.select_mode == 'POINT': layout.operator("particle.subdivide") layout.operator("particle.select_roots") layout.operator("particle.select_tips") layout.operator("particle.remove_doubles") class VIEW3D_MT_particle_showhide(ShowHideMenu, bpy.types.Menu): _operator_name = "particle" # ********** Pose Menu ********** class VIEW3D_MT_pose(bpy.types.Menu): bl_label = _("Pose") def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_pose_transform") layout.menu("VIEW3D_MT_pose_apply") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_object_animation") layout.separator() layout.menu("VIEW3D_MT_pose_slide") layout.menu("VIEW3D_MT_pose_propagate") layout.separator() layout.operator("pose.copy") layout.operator("pose.paste") layout.operator("pose.paste", text=_("Paste X-Flipped Pose")).flipped = True layout.separator() layout.menu("VIEW3D_MT_pose_library") layout.menu("VIEW3D_MT_pose_motion") layout.menu("VIEW3D_MT_pose_group") layout.separator() layout.menu("VIEW3D_MT_object_parent") layout.menu("VIEW3D_MT_pose_ik") layout.menu("VIEW3D_MT_pose_constraints") layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("pose.autoside_names", text=_("AutoName Left/Right")).axis = 'XAXIS' layout.operator("pose.autoside_names", text=_("AutoName Front/Back")).axis = 'YAXIS' layout.operator("pose.autoside_names", text=_("AutoName Top/Bottom")).axis = 'ZAXIS' layout.operator("pose.flip_names") layout.operator("pose.quaternions_flip") layout.separator() layout.operator_context = 'INVOKE_AREA' layout.operator("pose.armature_layers", text=_("Change Armature Layers...")) layout.operator("pose.bone_layers", text=_("Change Bone Layers...")) layout.separator() layout.menu("VIEW3D_MT_pose_showhide") layout.menu("VIEW3D_MT_bone_options_toggle", text=_("Bone Settings")) class VIEW3D_MT_pose_transform(bpy.types.Menu): bl_label = _("Clear Transform") def draw(self, context): layout = self.layout layout.operator("pose.transforms_clear", text=_("All")) layout.operator("pose.loc_clear", text=_("Location")) layout.operator("pose.rot_clear", text=_("Rotation")) layout.operator("pose.scale_clear", text=_("Scale")) layout.label(text=_("Origin")) class VIEW3D_MT_pose_slide(bpy.types.Menu): bl_label = _("In-Betweens") def draw(self, context): layout = self.layout layout.operator("pose.push") layout.operator("pose.relax") layout.operator("pose.breakdown") class VIEW3D_MT_pose_propagate(bpy.types.Menu): bl_label = _("Propagate") def draw(self, context): layout = self.layout layout.operator("pose.propagate") layout.separator() layout.operator("pose.propagate", text=_("To Next Keyframe")).mode = 'NEXT_KEY' layout.operator("pose.propagate", text=_("To Last Keyframe (Make Cyclic)")).mode = 'LAST_KEY' layout.separator() layout.operator("pose.propagate", text=_("On Selected Markers")).mode = 'SELECTED_MARKERS' class VIEW3D_MT_pose_library(bpy.types.Menu): bl_label = _("Pose Library") def draw(self, context): layout = self.layout layout.operator("poselib.browse_interactive", text=_("Browse Poses...")) layout.separator() layout.operator("poselib.pose_add", text=_("Add Pose...")) layout.operator("poselib.pose_rename", text=_("Rename Pose...")) layout.operator("poselib.pose_remove", text=_("Remove Pose...")) class VIEW3D_MT_pose_motion(bpy.types.Menu): bl_label = _("Motion Paths") def draw(self, context): layout = self.layout layout.operator("pose.paths_calculate", text=_("Calculate")) layout.operator("pose.paths_clear", text=_("Clear")) class VIEW3D_MT_pose_group(bpy.types.Menu): bl_label = _("Bone Groups") def draw(self, context): layout = self.layout layout.operator("pose.group_add") layout.operator("pose.group_remove") layout.separator() layout.operator("pose.group_assign") layout.operator("pose.group_unassign") class VIEW3D_MT_pose_ik(bpy.types.Menu): bl_label = _("Inverse Kinematics") def draw(self, context): layout = self.layout layout.operator("pose.ik_add") layout.operator("pose.ik_clear") class VIEW3D_MT_pose_constraints(bpy.types.Menu): bl_label = _("Constraints") def draw(self, context): layout = self.layout layout.operator("pose.constraint_add_with_targets", text=_("Add (With Targets)...")) layout.operator("pose.constraints_copy") layout.operator("pose.constraints_clear") class VIEW3D_MT_pose_showhide(ShowHideMenu, bpy.types.Menu): _operator_name = "pose" class VIEW3D_MT_pose_apply(bpy.types.Menu): bl_label = _("Apply") def draw(self, context): layout = self.layout layout.operator("pose.armature_apply") layout.operator("pose.visual_transform_apply") class BoneOptions: def draw(self, context): layout = self.layout options = [ "show_wire", "use_deform", "use_envelope_multiply", "use_inherit_rotation", "use_inherit_scale", ] if context.mode == 'EDIT_ARMATURE': bone_props = bpy.types.EditBone.bl_rna.properties data_path_iter = "selected_bones" opt_suffix = "" options.append("lock") else: # posemode bone_props = bpy.types.Bone.bl_rna.properties data_path_iter = "selected_pose_bones" opt_suffix = "bone." for opt in options: props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name) props.data_path_iter = data_path_iter props.data_path_item = opt_suffix + opt props.type = self.type class VIEW3D_MT_bone_options_toggle(bpy.types.Menu, BoneOptions): bl_label = "Toggle Bone Options" type = 'TOGGLE' class VIEW3D_MT_bone_options_enable(bpy.types.Menu, BoneOptions): bl_label = "Enable Bone Options" type = 'ENABLE' class VIEW3D_MT_bone_options_disable(bpy.types.Menu, BoneOptions): bl_label = "Disable Bone Options" type = 'DISABLE' # ********** Edit Menus, suffix from ob.type ********** class VIEW3D_MT_edit_mesh(bpy.types.Menu): bl_label = _("Mesh") def draw(self, context): layout = self.layout settings = context.tool_settings layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_uv_map", text=_("UV Unwrap...")) layout.separator() layout.operator("view3d.edit_mesh_extrude_move_normal", text=_("Extrude Region")) layout.operator("view3d.edit_mesh_extrude_individual_move", text=_("Extrude Individual")) layout.operator("mesh.duplicate_move") layout.operator("mesh.delete", text=_("Delete...")) layout.separator() layout.menu("VIEW3D_MT_edit_mesh_vertices") layout.menu("VIEW3D_MT_edit_mesh_edges") layout.menu("VIEW3D_MT_edit_mesh_faces") layout.menu("VIEW3D_MT_edit_mesh_normals") layout.separator() layout.prop(settings, "use_mesh_automerge") layout.prop_menu_enum(settings, "proportional_edit") layout.prop_menu_enum(settings, "proportional_edit_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_mesh_showhide") class VIEW3D_MT_edit_mesh_specials(bpy.types.Menu): bl_label = _("Specials") def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.subdivide", text=_("Subdivide")) layout.operator("mesh.subdivide", text=_("Subdivide Smooth")).smoothness = 1.0 layout.operator("mesh.merge", text=_("Merge...")) layout.operator("mesh.remove_doubles") layout.operator("mesh.hide", text=_("Hide")) layout.operator("mesh.reveal", text=_("Reveal")) layout.operator("mesh.select_inverse") layout.operator("mesh.flip_normals") layout.operator("mesh.vertices_smooth", text=_("Smooth")) # layout.operator("mesh.bevel", text="Bevel") layout.operator("mesh.faces_shade_smooth") layout.operator("mesh.faces_shade_flat") layout.operator("mesh.blend_from_shape") layout.operator("mesh.shape_propagate_to_all") layout.operator("mesh.select_vertex_path") class VIEW3D_MT_edit_mesh_select_mode(bpy.types.Menu): bl_label = _("Mesh Select Mode") def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' prop = layout.operator("wm.context_set_value", text=_("Vertex"), icon='VERTEXSEL') prop.value = "(True, False, False)" prop.data_path = "tool_settings.mesh_select_mode" prop = layout.operator("wm.context_set_value", text=_("Edge"), icon='EDGESEL') prop.value = "(False, True, False)" prop.data_path = "tool_settings.mesh_select_mode" prop = layout.operator("wm.context_set_value", text=_("Face"), icon='FACESEL') prop.value = "(False, False, True)" prop.data_path = "tool_settings.mesh_select_mode" class VIEW3D_MT_edit_mesh_extrude(bpy.types.Menu): bl_label = _("Extrude") _extrude_funcs = { \ "VERT": lambda layout: layout.operator("mesh.extrude_vertices_move", text=_("Vertices Only")), "EDGE": lambda layout: layout.operator("mesh.extrude_edges_move", text=_("Edges Only")), "FACE": lambda layout: layout.operator("mesh.extrude_faces_move", text=_("Individual Faces")), "REGION": lambda layout: layout.operator("view3d.edit_mesh_extrude_move_normal", text=_("Region")), } @staticmethod def extrude_options(context): mesh = context.object.data select_mode = context.tool_settings.mesh_select_mode menu = [] if mesh.total_face_sel: menu += ["REGION", "FACE"] if mesh.total_edge_sel and (select_mode[0] or select_mode[1]): menu += ["EDGE"] if mesh.total_vert_sel and select_mode[0]: menu += ["VERT"] # should never get here return menu def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' for menu_id in self.extrude_options(context): self._extrude_funcs[menu_id](layout) class VIEW3D_OT_edit_mesh_extrude_individual_move(bpy.types.Operator): "Extrude individual elements and move" bl_label = _("Extrude Individual and Move") bl_idname = "view3d.edit_mesh_extrude_individual_move" def execute(self, context): mesh = context.object.data select_mode = context.tool_settings.mesh_select_mode totface = mesh.total_face_sel totedge = mesh.total_edge_sel # totvert = mesh.total_vert_sel if select_mode[2] and totface == 1: bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": 'NORMAL', "constraint_axis": (False, False, True)}) elif select_mode[2] and totface > 1: bpy.ops.mesh.extrude_faces_move('INVOKE_REGION_WIN') elif select_mode[1] and totedge >= 1: bpy.ops.mesh.extrude_edges_move('INVOKE_REGION_WIN') else: bpy.ops.mesh.extrude_vertices_move('INVOKE_REGION_WIN') # ignore return from operators above because they are 'RUNNING_MODAL', and cause this one not to be freed. [#24671] return {'FINISHED'} def invoke(self, context, event): return self.execute(context) class VIEW3D_OT_edit_mesh_extrude_move(bpy.types.Operator): "Extrude and move along normals" bl_label = _("Extrude and Move on Normals") bl_idname = "view3d.edit_mesh_extrude_move_normal" def execute(self, context): mesh = context.object.data totface = mesh.total_face_sel totedge = mesh.total_edge_sel # totvert = mesh.total_vert_sel if totface >= 1: bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": 'NORMAL', "constraint_axis": (False, False, True)}) elif totedge == 1: bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": 'NORMAL', "constraint_axis": (True, True, False)}) else: bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN') # ignore return from operators above because they are 'RUNNING_MODAL', and cause this one not to be freed. [#24671] return {'FINISHED'} def invoke(self, context, event): return self.execute(context) class VIEW3D_MT_edit_mesh_vertices(bpy.types.Menu): bl_label = _("Vertices") def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.merge") layout.operator("mesh.rip_move") layout.operator("mesh.split") layout.operator("mesh.separate") layout.separator() layout.operator("mesh.vertices_smooth") layout.operator("mesh.remove_doubles") layout.operator("mesh.vertices_sort") layout.operator("mesh.vertices_randomize") layout.operator("mesh.select_vertex_path") layout.operator("mesh.blend_from_shape") layout.operator("object.vertex_group_blend") layout.operator("mesh.shape_propagate_to_all") layout.separator() layout.menu("VIEW3D_MT_vertex_group") layout.menu("VIEW3D_MT_hook") class VIEW3D_MT_edit_mesh_edges(bpy.types.Menu): bl_label = _("Edges") def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.edge_face_add") layout.operator("mesh.subdivide") layout.separator() layout.operator("mesh.mark_seam") layout.operator("mesh.mark_seam", text=_("Clear Seam")).clear = True layout.separator() layout.operator("mesh.mark_sharp") layout.operator("mesh.mark_sharp", text=_("Clear Sharp")).clear = True layout.separator() layout.operator("mesh.edge_rotate", text=_("Rotate Edge CW")).direction = 'CW' layout.operator("mesh.edge_rotate", text=_("Rotate Edge CCW")).direction = 'CCW' layout.separator() layout.operator("TRANSFORM_OT_edge_slide") layout.operator("TRANSFORM_OT_edge_crease") layout.operator("mesh.loop_multi_select", text=_("Edge Loop")) # uiItemO(layout, "Loopcut", 0, "mesh.loop_cut"); // CutEdgeloop(em, 1); # uiItemO(layout, "Edge Slide", 0, "mesh.edge_slide"); // EdgeSlide(em, 0,0.0); layout.operator("mesh.loop_multi_select", text=_("Edge Ring")).ring = True layout.operator("mesh.loop_to_region") layout.operator("mesh.region_to_loop") class VIEW3D_MT_edit_mesh_faces(bpy.types.Menu): bl_label = _("Faces") bl_idname = "VIEW3D_MT_edit_mesh_faces" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.flip_normals") # layout.operator("mesh.bevel") # layout.operator("mesh.bevel") layout.operator("mesh.edge_face_add") layout.operator("mesh.fill") layout.operator("mesh.beautify_fill") layout.operator("mesh.solidify") layout.operator("mesh.sort_faces") layout.separator() layout.operator("mesh.fgon_make") layout.operator("mesh.fgon_clear") layout.separator() layout.operator("mesh.quads_convert_to_tris") layout.operator("mesh.tris_convert_to_quads") layout.operator("mesh.edge_flip") layout.separator() layout.operator("mesh.faces_shade_smooth") layout.operator("mesh.faces_shade_flat") layout.separator() # uiItemO(layout, NULL, 0, "mesh.face_mode"); // mesh_set_face_flags(em, 1); # uiItemBooleanO(layout, NULL, 0, "mesh.face_mode", "clear", 1); // mesh_set_face_flags(em, 0); layout.operator("mesh.edge_rotate", text=_("Rotate Edge CW")).direction = 'CW' layout.separator() layout.operator_menu_enum("mesh.uvs_rotate", "direction") layout.operator_menu_enum("mesh.uvs_mirror", "axis") layout.operator_menu_enum("mesh.colors_rotate", "direction") layout.operator_menu_enum("mesh.colors_mirror", "axis") class VIEW3D_MT_edit_mesh_normals(bpy.types.Menu): bl_label = _("Normals") def draw(self, context): layout = self.layout layout.operator("mesh.normals_make_consistent", text=_("Recalculate Outside")) layout.operator("mesh.normals_make_consistent", text=_("Recalculate Inside")).inside = True layout.separator() layout.operator("mesh.flip_normals") class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, bpy.types.Menu): _operator_name = "mesh" # Edit Curve # draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface def draw_curve(self, context): layout = self.layout settings = context.tool_settings layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("curve.extrude") layout.operator("curve.duplicate") layout.operator("curve.separate") layout.operator("curve.make_segment") layout.operator("curve.cyclic_toggle") layout.operator("curve.delete", text=_("Delete...")) layout.separator() layout.menu("VIEW3D_MT_edit_curve_ctrlpoints") layout.menu("VIEW3D_MT_edit_curve_segments") layout.separator() layout.prop_menu_enum(settings, "proportional_edit") layout.prop_menu_enum(settings, "proportional_edit_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_curve_showhide") class VIEW3D_MT_edit_curve(bpy.types.Menu): bl_label = _("Curve") draw = draw_curve class VIEW3D_MT_edit_curve_ctrlpoints(bpy.types.Menu): bl_label = _("Control Points") def draw(self, context): layout = self.layout edit_object = context.edit_object if edit_object.type == 'CURVE': layout.operator("transform.transform", text=_("Tilt")).mode = 'TILT' layout.operator("curve.tilt_clear") layout.operator("curve.separate") layout.separator() layout.operator_menu_enum("curve.handle_type_set", "type") layout.separator() layout.menu("VIEW3D_MT_hook") class VIEW3D_MT_edit_curve_segments(bpy.types.Menu): bl_label = _("Segments") def draw(self, context): layout = self.layout layout.operator("curve.subdivide") layout.operator("curve.switch_direction") class VIEW3D_MT_edit_curve_specials(bpy.types.Menu): bl_label = _("Specials") def draw(self, context): layout = self.layout layout.operator("curve.subdivide") layout.operator("curve.switch_direction") layout.operator("curve.spline_weight_set") layout.operator("curve.radius_set") layout.operator("curve.smooth") layout.operator("curve.smooth_radius") class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, bpy.types.Menu): _operator_name = "curve" class VIEW3D_MT_edit_surface(bpy.types.Menu): bl_label = _("Surface") draw = draw_curve class VIEW3D_MT_edit_font(bpy.types.Menu): bl_label = _("Text") def draw(self, context): layout = self.layout layout.operator("font.file_paste") layout.separator() layout.menu("VIEW3D_MT_edit_text_chars") layout.separator() layout.operator("font.style_toggle", text=_("Toggle Bold")).style = 'BOLD' layout.operator("font.style_toggle", text=_("Toggle Italic")).style = 'ITALIC' layout.operator("font.style_toggle", text=_("Toggle Underline")).style = 'UNDERLINE' layout.operator("font.style_toggle", text=_("Toggle Small Caps")).style = 'SMALL_CAPS' class VIEW3D_MT_edit_text_chars(bpy.types.Menu): bl_label = _("Special Characters") def draw(self, context): layout = self.layout layout.operator("font.text_insert", text="Copyright|Alt C").text = b'\xC2\xA9'.decode() layout.operator("font.text_insert", text="Registered Trademark|Alt R").text = b'\xC2\xAE'.decode() layout.separator() layout.operator("font.text_insert", text="Degree Sign|Alt G").text = b'\xC2\xB0'.decode() layout.operator("font.text_insert", text="Multiplication Sign|Alt x").text = b'\xC3\x97'.decode() layout.operator("font.text_insert", text="Circle|Alt .").text = b'\xC2\x8A'.decode() layout.operator("font.text_insert", text="Superscript 1|Alt 1").text = b'\xC2\xB9'.decode() layout.operator("font.text_insert", text="Superscript 2|Alt 2").text = b'\xC2\xB2'.decode() layout.operator("font.text_insert", text="Superscript 3|Alt 3").text = b'\xC2\xB3'.decode() layout.operator("font.text_insert", text="Double >>|Alt >").text = b'\xC2\xBB'.decode() layout.operator("font.text_insert", text="Double <<|Alt <").text = b'\xC2\xAB'.decode() layout.operator("font.text_insert", text="Promillage|Alt %").text = b'\xE2\x80\xB0'.decode() layout.separator() layout.operator("font.text_insert", text="Dutch Florin|Alt F").text = b'\xC2\xA4'.decode() layout.operator("font.text_insert", text="British Pound|Alt L").text = b'\xC2\xA3'.decode() layout.operator("font.text_insert", text="Japanese Yen|Alt Y").text = b'\xC2\xA5'.decode() layout.separator() layout.operator("font.text_insert", text="German S|Alt S").text = b'\xC3\x9F'.decode() layout.operator("font.text_insert", text="Spanish Question Mark|Alt ?").text = b'\xC2\xBF'.decode() layout.operator("font.text_insert", text="Spanish Exclamation Mark|Alt !").text = b'\xC2\xA1'.decode() class VIEW3D_MT_edit_meta(bpy.types.Menu): bl_label = _("Metaball") def draw(self, context): layout = self.layout settings = context.tool_settings layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("mball.delete_metaelems", text=_("Delete...")) layout.operator("mball.duplicate_metaelems") layout.separator() layout.prop_menu_enum(settings, "proportional_edit") layout.prop_menu_enum(settings, "proportional_edit_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_meta_showhide") class VIEW3D_MT_edit_meta_showhide(bpy.types.Menu): bl_label = _("Show/Hide") def draw(self, context): layout = self.layout layout.operator("mball.reveal_metaelems", text=_("Show Hidden")) layout.operator("mball.hide_metaelems", text=_("Hide Selected")) layout.operator("mball.hide_metaelems", text=_("Hide Unselected")).unselected = True class VIEW3D_MT_edit_lattice(bpy.types.Menu): bl_label = _("Lattice") def draw(self, context): layout = self.layout settings = context.tool_settings layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("lattice.make_regular") layout.separator() layout.prop_menu_enum(settings, "proportional_edit") layout.prop_menu_enum(settings, "proportional_edit_falloff") class VIEW3D_MT_edit_armature(bpy.types.Menu): bl_label = _("Armature") def draw(self, context): layout = self.layout edit_object = context.edit_object arm = edit_object.data layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.menu("VIEW3D_MT_edit_armature_roll") layout.separator() layout.operator("armature.extrude_move") if arm.use_mirror_x: layout.operator("armature.extrude_forked") layout.operator("armature.duplicate_move") layout.operator("armature.merge") layout.operator("armature.fill") layout.operator("armature.delete") layout.operator("armature.separate") layout.separator() layout.operator("armature.subdivide", text=_("Subdivide")) layout.operator("armature.switch_direction", text=_("Switch Direction")) layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("armature.autoside_names", text=_("AutoName Left/Right")).type = 'XAXIS' layout.operator("armature.autoside_names", text=_("AutoName Front/Back")).type = 'YAXIS' layout.operator("armature.autoside_names", text=_("AutoName Top/Bottom")).type = 'ZAXIS' layout.operator("armature.flip_names") layout.separator() layout.operator_context = 'INVOKE_DEFAULT' layout.operator("armature.armature_layers") layout.operator("armature.bone_layers") layout.separator() layout.menu("VIEW3D_MT_edit_armature_parent") layout.separator() layout.menu("VIEW3D_MT_bone_options_toggle", text=_("Bone Settings")) class VIEW3D_MT_armature_specials(bpy.types.Menu): bl_label = _("Specials") def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("armature.subdivide", text=_("Subdivide")) layout.operator("armature.switch_direction", text=_("Switch Direction")) layout.separator() layout.operator_context = 'EXEC_REGION_WIN' layout.operator("armature.autoside_names", text=_("AutoName Left/Right")).type = 'XAXIS' layout.operator("armature.autoside_names", text=_("AutoName Front/Back")).type = 'YAXIS' layout.operator("armature.autoside_names", text=_("AutoName Top/Bottom")).type = 'ZAXIS' layout.operator("armature.flip_names", text=_("Flip Names")) class VIEW3D_MT_edit_armature_parent(bpy.types.Menu): bl_label = _("Parent") def draw(self, context): layout = self.layout layout.operator("armature.parent_set", text=_("Make")) layout.operator("armature.parent_clear", text=_("Clear")) class VIEW3D_MT_edit_armature_roll(bpy.types.Menu): bl_label = _("Bone Roll") def draw(self, context): layout = self.layout layout.operator_menu_enum("armature.calculate_roll", "type") layout.separator() layout.operator("transform.transform", text=_("Set Roll")).mode = 'BONE_ROLL' # ********** Panel ********** class VIEW3D_PT_view3d_properties(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("View") @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.active = view.region_3d.view_perspective != 'CAMERA' col.prop(view, "lens") col.label(text=_("Lock to Object:")) col.prop(view, "lock_object", text="") if view.lock_object and view.lock_object.type == 'ARMATURE': col.prop_search(view, "lock_bone", view.lock_object.data, "bones", text="") elif not view.lock_object: col.prop(view, "lock_cursor", text=_("Lock to Cursor")) col = layout.column() col.prop(view, "lock_camera") col = layout.column(align=True) col.label(text=_("Clip:")) col.prop(view, "clip_start", text=_("Start")) col.prop(view, "clip_end", text=_("End")) subcol = col.column() subcol.enabled = not view.lock_camera_and_layers subcol.label(text=_("Local Camera:")) subcol.prop(view, "camera", text="") layout.column().prop(view, "cursor_location") class VIEW3D_PT_view3d_name(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Item") @classmethod def poll(cls, context): return (context.space_data and context.active_object) def draw(self, context): layout = self.layout ob = context.active_object row = layout.row() row.label(text="", icon='OBJECT_DATA') row.prop(ob, "name", text="") if ob.type == 'ARMATURE' and ob.mode in {'EDIT', 'POSE'}: bone = context.active_bone if bone: row = layout.row() row.label(text="", icon='BONE_DATA') row.prop(bone, "name", text="") class VIEW3D_PT_view3d_display(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Display") bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data scene = context.scene gs = scene.game_settings ob = context.object col = layout.column() col.prop(view, "show_only_render") col = layout.column() display_all = not view.show_only_render col.active = display_all col.prop(view, "show_outline_selected") col.prop(view, "show_all_objects_origin") col.prop(view, "show_relationship_lines") if ob and ob.type == 'MESH': mesh = ob.data col.prop(mesh, "show_all_edges") col = layout.column() col.active = display_all split = col.split(percentage=0.55) split.prop(view, "show_floor", text=_("Grid Floor")) row = split.row(align=True) row.prop(view, "show_axis_x", text="X", toggle=True) row.prop(view, "show_axis_y", text="Y", toggle=True) row.prop(view, "show_axis_z", text="Z", toggle=True) sub = col.column(align=True) sub.active = (display_all and view.show_floor) sub.prop(view, "grid_lines", text=_("Lines")) sub.prop(view, "grid_scale", text=_("Scale")) subsub = sub.column(align=True) subsub.active = scene.unit_settings.system == 'NONE' subsub.prop(view, "grid_subdivisions", text=_("Subdivisions")) col = layout.column() col.label(text=_("Shading:")) col.prop(gs, "material_mode", text="") col.prop(view, "show_textured_solid") layout.separator() region = view.region_quadview layout.operator("screen.region_quadview", text=_("Toggle Quad View")) if region: col = layout.column() col.prop(region, "lock_rotation") row = col.row() row.enabled = region.lock_rotation row.prop(region, "show_sync_view") row = col.row() row.enabled = region.lock_rotation and region.show_sync_view row.prop(region, "use_box_clip") class VIEW3D_PT_view3d_meshdisplay(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Mesh Display") @classmethod def poll(cls, context): # The active object check is needed because of localmode return (context.active_object and (context.mode == 'EDIT_MESH')) def draw(self, context): layout = self.layout mesh = context.active_object.data col = layout.column() col.label(text=_("Overlays:")) col.prop(mesh, "show_edges", text=_("Edges")) col.prop(mesh, "show_faces", text=_("Faces")) col.prop(mesh, "show_edge_crease", text=_("Creases")) col.prop(mesh, "show_edge_bevel_weight", text=_("Bevel Weights")) col.prop(mesh, "show_edge_seams", text=_("Seams")) col.prop(mesh, "show_edge_sharp", text=_("Sharp")) col.separator() col.label(text=_("Normals:")) col.prop(mesh, "show_normal_face", text=_("Face")) col.prop(mesh, "show_normal_vertex", text=_("Vertex")) col.prop(context.scene.tool_settings, "normal_size", text=_("Normal Size")) col.separator() col.label(text=_("Numerics:")) col.prop(mesh, "show_extra_edge_length") col.prop(mesh, "show_extra_face_angle") col.prop(mesh, "show_extra_face_area") class VIEW3D_PT_view3d_curvedisplay(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Curve Display") @classmethod def poll(cls, context): editmesh = context.mode == 'EDIT_CURVE' return (editmesh) def draw(self, context): layout = self.layout curve = context.active_object.data col = layout.column() col.label(text=_("Overlays:")) col.prop(curve, "show_handles", text=_("Handles")) col.prop(curve, "show_normal_face", text=_("Normals")) col.prop(context.scene.tool_settings, "normal_size", text=_("Normal Size")) class VIEW3D_PT_background_image(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Background Images") bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data # bg = context.space_data.background_image return (view) def draw_header(self, context): layout = self.layout view = context.space_data layout.prop(view, "show_background_images", text="") def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.operator("view3d.background_image_add", text=_("Add Image")) for i, bg in enumerate(view.background_images): layout.active = view.show_background_images box = layout.box() row = box.row(align=True) row.prop(bg, "show_expanded", text="", emboss=False) if bg.image: row.prop(bg.image, "name", text="", emboss=False) else: row.label(text=_("Not Set")) row.operator("view3d.background_image_remove", text="", emboss=False, icon='X').index = i box.prop(bg, "view_axis", text=_("Axis")) if bg.show_expanded: row = box.row() row.template_ID(bg, "image", open="image.open") if (bg.image): box.template_image(bg, "image", bg.image_user, compact=True) box.prop(bg, "opacity", slider=True) if bg.view_axis != 'CAMERA': box.prop(bg, "size") row = box.row(align=True) row.prop(bg, "offset_x", text="X") row.prop(bg, "offset_y", text="Y") class VIEW3D_PT_transform_orientations(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Transform Orientations") bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.prop(view, "transform_orientation") col.operator("transform.create_orientation", text=_("Create")) orientation = view.current_orientation if orientation: col.prop(orientation, "name") col.operator("transform.delete_orientation", text=_("Delete")) class VIEW3D_PT_etch_a_ton(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Skeleton Sketching") bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): scene = context.space_data ob = context.active_object return scene and ob and ob.type == 'ARMATURE' and ob.mode == 'EDIT' def draw_header(self, context): layout = self.layout toolsettings = context.scene.tool_settings layout.prop(toolsettings, "use_bone_sketching", text="") def draw(self, context): layout = self.layout toolsettings = context.scene.tool_settings col = layout.column() col.prop(toolsettings, "use_etch_quick") col.prop(toolsettings, "use_etch_overdraw") col.prop(toolsettings, "etch_convert_mode") if toolsettings.etch_convert_mode == 'LENGTH': col.prop(toolsettings, "etch_length_limit") elif toolsettings.etch_convert_mode == 'ADAPTIVE': col.prop(toolsettings, "etch_adaptive_limit") elif toolsettings.etch_convert_mode == 'FIXED': col.prop(toolsettings, "etch_subdivision_number") elif toolsettings.etch_convert_mode == 'RETARGET': col.prop(toolsettings, "etch_template") col.prop(toolsettings, "etch_roll_mode") col.prop(toolsettings, "use_etch_autoname") col.prop(toolsettings, "etch_number") col.prop(toolsettings, "etch_side") col.operator("sketch.convert", text=_("Convert")) class VIEW3D_PT_context_properties(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = _("Properties") bl_options = {'DEFAULT_CLOSED'} def _active_context_member(context): obj = context.object if obj: mode = obj.mode if mode == 'POSE': return "active_pose_bone" elif mode == 'EDIT' and obj.type == 'ARMATURE': return "active_bone" else: return "object" return "" @classmethod def poll(cls, context): member = cls._active_context_member(context) if member: context_member = getattr(context, member) return context_member and context_member.keys() return False def draw(self, context): import rna_prop_ui member = VIEW3D_PT_context_properties._active_context_member(context) if member: # Draw with no edit button rna_prop_ui.draw(self.layout, context, member, object, False) def register(): bpy.utils.register_module(__name__) def unregister(): bpy.utils.unregister_module(__name__) if __name__ == "__main__": register() if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)